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Thorn's End Guard

Sparel Radtymah's page

958 posts. Alias of wesF.


Full Name

Sparel RadtyMah

Race

Elf

Classes/Levels

wiz3/clr3/MT 10/ Lore 4

Gender

M

Size

M

Age

130

Special Abilities

Many many

Alignment

NG

Deity

Elven moon goddess

Location

AC: 42 / 46 w shield (10+8 Armor,+9 Dex,+5 Natural, +5 deflect+1 Luck+2 insight+2 Dodge{Immediate action;1 mythic point;+10 dodge;1 attack}) /(+4 Sheild)

Languages

Common, Elven, Celestial, 4 elemental, Dwarven, Demonic, Abyssal, Sylvan, Orc, Goblin, Gnoll, Draconic, Aklo, Gnome, Halfling, Undercommon+3

Occupation

Mythic power 13/14

Homepage URL

HP 318/318

Strength 17
Dexterity 38
Constitution 24
Intelligence 34
Wisdom 29
Charisma 23

About Sparel Radtymah

base stats:

Base Stats before W/O items, but including inherent bonuses: Str 17, Dex 23, Con 18 Int 32 (18 base +5 wish +5 levels+2 epic), Wis 23, Cha 23
Mental Paragon – Base mental stats = 18

With Stat boosting magic: Str 17, *Dex 29 (+9), *Con 24(+7), *Int 38(+14) , *Wis 29(+9), Cha 23
*=+6 item


The knowledge gauntlet:

Knowledge Arcana [dice]1d20+39[/dice]
Knowledge Dungeoneering[dice]1d20+29[/dice]
Knowledge Engineer[dice]1d20+29[/dice]
Knowledge Geography[dice]1d20+29[/dice]
Knowledge History[dice]1d20+29[/dice]
Knowledge Local[dice]1d20+29[/dice]
Knowledge Nature[dice]1d20+29[/dice]
Knowledge Nobility[dice]1d20+29[/dice]
Knowledge Planes[dice]1d20+40[/dice]
Knowledge Religion[dice]1d20+34[/dice]
Spellcraft [dice]1d20+35[/dice]

Combat Stats:

Immune to scrying via mind blank cast daily.
Base Movement: 50' (30+10 travel domain, +10’ Longstrider)
Fly 50’ Perfect (Overland flight +boots of levitation combo)

Mythic Power: 14 (3+tier X2)

HP:318 (3d8 Clr+ 3d6 Wiz +10D6 MT, +4D6 Lore + 140 Con +20 Toughness+ (3X4=12) Epic)

AC: 42 / 46 w shield (10+8 Armor,+9 Dex,+5 Natural, +5 deflect+1 Luck+2 insight+2 Dodge{Immediate action;1 mythic point;+10 dodge;1 attack}) /(+4 Sheild)

Initiative +19 (11+ {Mythic Tier X2=8}=19)
Immune Disease, freedom of movement, death ward, Evasion

Temp effects:

Shapechange: Air elemental: If the form you take is that of a medium air elemental, you gain a +2 size bonus to your Strength, +6 size bonus to your Dexterity and a +4 natural armor bonus. You also gain fly 120 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

Permanent effects:
Shapechange
Arcane Sight Greater
Planar adaptation (adjusts as he plane shifts)

Of continuation: Foresight (never suprised or flat footed +2 insight AC and Ref)

BAB +10 base
Fort +14 (+8 Base +7 Con, +5 Magic)
Ref +16 (+6 Base +4 Dex, +5 Magic+2 insight)
Will +27 (+30 vs mind) (+13 Base +9 Wis, +5 Magic)(+8 vs mind affecting)

CMB;+13 (10BAB+3STR+0size)
CMD;+33 (10+10BAB+3Str+9dex+0size)
Telekinetic CMB ; +24 (+10BAB+14Int+0 size)

Telikinesis Spell-like and supernatural Ability at will CL=HD and ignores standard CL cap of Telikinesis spell. Max Weight at currend HD of 20 = 500lbs.

Contingency when I fall to negative HP; Planar Ally - Hound Archon - Save me, Help allies, or take my gear to heaven until I can return for it. In that order of importance.

Spellcasting:

D=Domain
B=Bonus
E=Mnemonic Enhancer
Wizard
Progression as level 17 with Caster level 19
0- DC23
-Disrupt Undead
- Jolt
-Ray of Frost
-Spark
E-Flare
E-Acid Splash
E- Touch of fatigue
E-Open/close
E-Mending
E- Haunted Fey aspect
1- DC24
- Magic Missile
- Magic Missile
-Magic Missile
- Magic Missile
B-Sheild
B- Grease
B-Endure elements **Cast Daily
2- DC25
-Prot from evil Communal
-Firey Shuriken
-Firey Shuriken
- Extended Comp Languages
B-Glitterdust
B- Glitterdust
B-Shifting SPell
3-DC26
-Extended Acid Arrow
-Countless Eyes
- Clariaudience/Clairvoyance
- Servant Horde (2d6+15 Unseen servants 25'+5per2lvls; 60')
B-Phantom Steed
B- Cloak of Winds
B-Shifting SPell
4-DC27
-Black Tenacles
-Black Tentacles
- Shifting SPell **
- Emergency Force Sphere
B- Resilent sphere
B-Dimensional anchor
B- Mnemonic ENhcncer ** (Cast Daily to prepare cantrips)
5- DC28
-Prying Eyes
-Shifting SPell
-Wall of Force
- Dismissal
B- Reach X2 Servant Horde (2d6+15 Unseen servants 400'+40per2lvls; 800')
B-Shifting SPell
6- DC29
-Shifting SPell
- Reach Calciphic touch
- Antimagic Field
- Greater Dispel Magic
B-Shifting SPell
B-Shifting SPell
7-DC30
-Shifting SPell
-Finger of death (200 pts dmg Fort save)
- Quickened Displacement
-Reach Extended Corrosive Consumption
B- Quickened Haste
B- Shifting SPell
8-DC31
-Mind Blank**
- Shifting SPell
B- Shifting SPell
B-Shifting SPell

9- DC32
- Shifting SPell
B- Foresight ** Cast daily. continuation lasts 24 hrs**
Cleric
Progression as level 15 with Caster level 15

Travel-1 Longstrider, 2 Locate Object, 3Fly, 4 Dimension door, 5 Teleport, 6 Find the Path, 7 Greater Teleport, 8 Phase Door, 9 Astral Projection
Trickery- 1 Disguise Self, 2 Invisiblity, 3 Non-Detection, 4 Confusion, 5 False Vision, 6 Mislead, 7 Screen, 8 Mass Invisibility, 9 Time Stop
0-DC19
-Detect Magic
-Read magic
-Create Water
-Detect Poision
1- DC20
D- Protection from evil
- Detect Evil
-Obscuring mist
-Sanctuary
-Bless
B-Deadeye Lore
B- Detect Evil
B- Detect undead
2- DC21
D-Locate Object
- Extended Longstrider (+10' 23 hrs)** Cast Daily
-Shield Other
-Silence
-Align Weapon
B- Make Whole
B-Communal Ant Haul
3- DC22
D-Nondetection
- Meld into stone
- Invisibility sphere
-Protection from energy
-Protection from energy
B- Extended Find Traps
B-Daylight
4-DC23
D- Confustion
- Terrible Remorse
- Poison
-Imbue with Spell ability
- Freedom of Movement
B- Dismissal
B- Suppress Primal (wild) Magic
5- DC24
D- False vision
- Planeshift
-Shifting SPell
- Shifting SPell
- Shifting SPell
B-Summon Monster V (1d4+1 Lantern Archons)
B- Shifting SPell (geiniekind for burrow)
6- DC25
D-Mislead
-
- Shifting Spell
B- Shifting SPell
7- DC26
D- Screen
-Quickened Protection from energy
8- DC 27
D-Phase door
- Shifting SPell

Skills:

Wiz 39 (2+11intX3)
Clr 39(2+11intX3)
MT 130 (2+11intX10)
Lore 29 (4+11intX2)
242

Knowledge Arcana +38 (+20 Base, +13 Stat, +3 Class, +2 Lore)
Knowledge Dungeon+30 (+12 Base, +13 Stat, +3 Class, +2 Lore)
Knowledge Engineer+30 (+12 Base, +13 Stat, +3 Class, +2 Lore)
Knowledge Geography+30 (+12 Base, +13 Stat, +3 Class, +1 Lore)
Knowledge History+30 (+12 Base, +13Stat, +3 Class, +2 Lore)
Knowledge Local+30 (+12 Base, +13 Stat, +3 Class, +2 Lore)
Knowledge Nature+30 (+12 Base, +13 Stat, +3 Class+, +2 Lore)
Knowledge Nobility+30 (+12 Base, +13 Stat, +3 Class+2, Lore)
Knowledge Planes+ 40 (+16 Base, +13 Stat, +3 Class+2, Lore+6 feat)
Knowledge Religion+34 (+16 Base, +13 Stat, +3 Class, +2 Lore)

Acrobatics +32 (+40 Jump) (+1 Base, + 9 Stat, +3 Class+20 Item) (+8 Jump)
Bluff +11 (+1 Base, +7 Stat, +3 Class)
Diplomacy +10 (+10 Base, +7 Stat, +3 Class)
Disguise +11 (+1 Base, +7Stat, +3 Class)
Fly +17 (+5 Base, +9 Stat, +3 Class)
Heal +30 (+18 Base, +9 Stat, +3 Class)
Linguistics +28 (+13 Base, +12 Stat, +3 Class)
Perception +29 (+0 Base, + 9 Stat+20 Item)
Perform +11 (+1 Base, +7 Stat, +3 Class)
Sense Motive +32 (+20 Base, +9 Stat, +3 Class)
Sleight of Hand +13 (+1 Base, +9 Stat, +3 Class)
Spell craft +35(+20 Base, +12 Stat, +3 Class)
Stealth +30 (+1 Base, +9 Stat, +3 Class+18 Item)
Survival +15 (+3 Base, +9 Stat, +3 Class)
UMD +19 (+9 Base, +7 Stat, +3 Class)

Feats and Abilities:

1-Skill Focus Knowledge Planes
3- Dodge
5-Wondrous
7- Reach spell
9-Craft Staff
11-Wondrous
13-Arcane Blast
15- Extend spell
17- Truename (18HD)
19 – Quicken Spell
19B- TBD
ROPF- Mental Paragon
ROPF- Spell Shifting (20 spells no more than 2/lvl)
ROPF- Supernatural Spell Monster (wizard spells are supernatural No SR, dispel, antimagic)
Mythic1-
Mythic Spells (Mythic)
You have learned how to unlock the power of your spells, combining them with your mythic power.
Prerequisite: Ability to cast spells, 1st mythic tier.
Benefit: Select a number of spells equal to your mythic tier. They must have mythic enhancements and be on your list of spells known or in your spellbook. You can now use your mythic power when casting these spells. Whenever you gain a mythic tier, select a new spell to add to this list.
Special: You can select this feat multiple times. Each time you select this feat, you must select different spells.
Mythic2-
Dodge (Mythic)
Your uncanny reflexes protect you from attacks, and when focused on dodging you become almost impossible to strike.
Prerequisite: Dodge, 1st mythic tier.
Benefit: You gain a +1 dodge bonus to your AC. In addition, as an immediate action you may expend one use of mythic power to grant yourself an additional +10 dodge bonus to AC against one attack.

Wizard-
-Scribe Scroll
-Bonded ring

Cleric-
Channel 2d6 3+cha (3) x/d

Domains-
Explore(Travel subdomain)- +10' base movement
Doorsight 9'’ thick 12x\d (3+wis/d; Takes 1 min; can look for up to 10 min; 6’’ thick +1’’/clr level)

Trickery-
-Bluff, disguise, stealth are class skills
-Copycat (Sp) 12X/d: 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.

Mystic Theurge-
-combine spells 5th (up to 5h level spells can be prepared on other list with a +1 bump to spell level)
-Synthesis - As a full round action MT can cast an arcane and Divine spell in the same round

Loremaster-
Secret - Toughenss
Secret – Applicable Knowledge (extra feat)
Lore +1 (adds to all knowledge checks)
Bonus Language

Traits -
Magical Knack - +2 caster level (Wiz)
Reactionary +2 Init

Mythic:

Mythic Ability
Tier Score Feat Base Mythic Abilities
1st — 1st Hard to kill, mythic flaw, mythic power (1d6)
2nd 1st — Amazing initiative
3rd — 2nd Recuperation
4th 2nd — Mythic power (1d8)

Archmage: Master of arcane magic, the archmage effortlessly casts extremely powerful spells and shapes reality with a whim.
Tier Path Features Mythic Spells
1st Archmage arcana, bonus hit — points, path ability
2nd Path ability 1
3rd Path ability 1
4th Path ability 2

Archmage Features: As they increase in tier Archmages gain the following abilities.
Mythic Spell: At 2nd Tier you can select one mythic spell (See Chapter 3) and can expend your mythic powers to cast that spell with enhanced results. You must have the normal arcane version of the spell in your spellbook or on your list of spells known. At 4th tier and every 2 tiers thereafter you can select another mythic spell.

1st tier
Wild Arcana (Su): You can expend one use of mythic power to cast any one arcane spell. This spell must be on one of your arcane spell lists and must be of a level that you can cast using that arcane spellcasting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way you treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but it’s total adjusted level can’t be greater than the highest-level arcane spell you can cast using that spells spellcasting class.

Bonus Hit Points: Whenever you gain an archmage tier, you gain 3 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.
Path Ability: At 1st tier, and every tier thereafter, select one new path ability from the following list or from the list of universal path abilities (see page 20). Once you select an ability, it can’t be changed. Unless otherwise noted, each ability can be selected only once. You must meet the minimum archmage tier requirement before selecting an ability.
1)[b]Component Power (Ex): You can ignore any one component when casting a spell. You can ignore the material component or focus component only if its total value is equal to or less than 100 gp for each mythic tier you possess. You can decide which component to ignore each time you cast a spell. You can take this ability more than once. Each additional time you take this ability, you can ignore and additional component when casting a spell. You must be at least 3rd tier before selecting this ability.
2) Deep Understanding (Ex): You begin to understand the pattern behind all magic. You automatically identify any arcane spell cast within 60 feet as long as it is on your spell list and is of a level that you can cast. In addition, whenever you attempt to identify a magic item using detect magic or a similar effect, you can take 10 on the check to determine its properties.
3) Resilient Arcana (Su): Your spells and effects become more difficult to identify and dispel. You add your archmage tier to the DC of any check to identify your spells, recognize them as they are being cast, or dispel them using dispel magic or a similar effects.
4) Metamastery (Su): You can expend one use of mythic power as a swift action to pick any one metamagic feat that you know that increases the level of the spell by no more than one level. For the next 10 rounds, you can apply this metamagic feat to any arcane spell you cast without increasing the overall spell level or casting time. You can also use this ability on a spell cast from a scroll, staff, or wand. You can’t have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends. You must be at least 3rd tier before selecting this ability. This ability can be selected more than once. Each time you select this ability, the maximum level increase of the metamagic
Base Mythic Abilities
In addition to the special abilities granted by each mythic path, every mythic PC gains a number of base abilities common to all mythic characters. These abilities are gained based on the character’s mythic tier. A 5th-tier champion gains the same base abilities as a 5th-tier trickster.
Every character with one or more mythic tiers possesses the following abilities.

Mythic Power (4+ 14int=18) (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential (Int). Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.
Ability Score: You gain a permanent +2 bonus to an ability score of your choice upon reaching the 2nd mythic tier. At 4th, 6th, 8th, and 10th mythic tiers you gain a permanent +2 bonus to another ability score or increase one of your existing bonuses by 2.
Bonus Mythic Feat: Upon becoming mythic, select one mythic feat as a bonus feat. You must qualify for this feat normally. In addition, you gain another bonus mythic feat upon reaching 3rd mythic tier and every 2 tiers thereafter. You can select an ordinary feat in place of a mythic feat and you must meet the normal prerequisites to take that feat.
Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
Mythic Flaw (Ex): Every mythic character possesses a mythic f law. This f law could be your ultimate undoing if you are not careful to conceal it. You must select one of the following f laws.
Weapon Weakness (Light Blades):Select one group of weapons from the list of fighter weapons. Weapons from the selected group gain a +4 bonus on attack and damage rolls against you. If a weapon from the selected group scores a critical hit against you, the critical multiplier is increased by 1, to a maximum of .4. If you ever gain damage reduction, no matter the source, weapons from the selected group bypass that damage reduction.
Amazing Initiative (Ex): At 2nd tier, you gain a +20 mythic bonus on initiative checks. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of your first action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects based on rounds.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you’re not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day.


Mythic spells:

2nd tier)
INVISIBILITY
The effects of this spell can’t be detected with detect magic or other spells that detect magic auras. In addition, the invisibility can’t be penetrated or dispelled by spells of 2nd level or lower, such as see invisibility or glitterdust, though true seeing and dust of appearance can reveal your presence.
Greater: If you are at least a 3rd-tier mythic character, you can expend two additional uses of mythic power when casting this spell. In addition to the above effects, you are also undetectable by blindsense, blindsight, scent, and tremorsense.
4th tier)
MAGIC MISSILE
The damage dealt by each missile increases to 2d4+1. In addition, the missiles are not defeated by shield or similar items and effects that specifically cancel magic missile.
Greater: If you are at least a 4th-tier mythic character, you can expend two additional uses of mythic power when casting this spell. In addition to the effects listed above, the spell creates twice the normal number of missiles, has its range increased to sight, and automatically bypasses any spell resistance or immunities the targets possess.
Feat1 of 4)
DISPEL MAGIC
When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. In addition, if the targeted dispel is successful in dispelling at least one spell, you heal 1d4 points of damage for every level of dispelled spell. This healing applies only to the highest-level spell dispelled if two are dispelled. When using this spell to counterspell, you can roll your dispel check twice and take the higher result.
Feat2 of 4)
GLYPH OF WARDING
The DC to detect or disable the glyph created by this spell is increased by your mythic tier. If used to create a blast glyph, this spell deals 1d6 points of damage per caster level (maximum 20d6). If used to create a spell glyph, the level of spell you can store is increased by one-half your mythic tier (minimum 1).

Feat 3 of 4)
TIME STOP
For every two mythic tiers you possess, you can designate up to one other creature within close range (25 ft. + 5 feet per 2 levels), allowing it to act on its turn while the spell is in effect. Its actions are subject to all the restrictions listed in the spell description except that all targets can affect each other as normal.
Greater: If you are at least a 10th-tier mythic character, you can expend three additional uses of mythic power when casting this spell. In addition to the effects listed above, the spell has a duration of 1 hour per caster level, but can be ended at any time by you as a standard action. Creatures affected by this spell gain no benefit from rest or sleep while the spell is active.
Feat4 of 4)
Prismatic Sphere
When the spell is cast any creature within 30 feet of the sphere is affected as prismatic spray (though the save DCs are as a 9th level spell) and is automatically pushed into the nearest empty square adjacent to the outside of the affected area. This movement does not provoke attacks of opportunity and can’t force a creature into a solid object.
Archmage Arcana: Select one of the following abilities at 1st tier. Once chosen it can’t be changed.

Gear & Loot:

* denotes instant summons cast on item
*Headband Int/Wis +6, Belt Con/Dex +6, Ring of Sustenance, Greater Metamagic Rod Extend (9>).

“Book”- Sparels intelligent item spellbook. A single massive tome that can rearrange its contents as Sparel commands or it wishes (alphabetical,crossreference,etc) Functions as Blessed Book with X4 capacity and can be upgraded. (spellbooks contain all spells Core, APG, UM, UC, Race guide, Inner sea, + supplements) Magically Hardened Adamantine cover fully encases the pages when closed. The front cover depicts an eye that can open and close. Book is immune to elemental damage types and is waterproof. Book has Magic Aura to appear non-magical. The inside is thoroughly locked (superior arcane locked DC 50) and trapped as befitting a 20th level wizard. Book can open and close it’s cover and pages as it sees fit. Both front and back covers have special doors trapped with Glyph of wardings that Book can open (Both have a magic mouth recorded by Sparel that is his truname Planetar). Book is an intelligent item. LN, Ego 12, Int 15, Wis 15, Cha 10. Empathy, Senses 120’ blindsense and darkvision, Can change shape into item of approximate size. Fly 30’ perfect, Can cast Resilent sphere (self only) at will, Purpose: Serve Sparel, Planeshift 3/d CL9 – Typically to Sparel’s personal demiplane. Book will often open to pages it knows are trapped if it feels threatened. Sparel can trigger an instant summons effect at will on book.

*Handy Haversac (size as Bag of holding IV 1,500 lbs; 250 Cubic feet; Weighs 60 lbs)
Boots Levitate +teleport 3x/d CL 9 (900 miles +3 willing people)

*Mantle of Radymah ( As Robe of Archmagi except: +8 AC, SR 25, +5 Saves, +2 Spell penetration, +5 Natural, Immune disease per periapt, Evasion, Freedom of movement, Death ward, Functions as Ring of Continuation.)

Bonded Item - As Ring of Deflection +5 -Large Crescent Opal in the setting can be used as his divine focus. “Curse or return” –Returns when lost per Stone of weight (without the downside) – As glove of storing and holds spellbook(s).

Strand of Prayer Beads
Bead of healing Wearer can cast his choice of cure serious wounds , remove blindness/deafness , or remove disease .
Karma (+4 CL 10 min)
Bead of smiting Wearer can cast chaos hammer , holy smite , order's wrath , or unholy blight ( Will DC 17 partial).

Animated Staff- CL11(personal upgrade) Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff allows use of the following spells:
• Mending (0 charge)
• Make whole (1 charge)
• Animate objects (2 charges)
• Fabricate (2 chgs)
In addition at will the staff can become a Medium animated object with the metal special ability. It can remain in this form for up to 10 minutes. If destroyed while in this form, it reverts to being a staff, but it loses all of its charges and this ability cannot be used again until it is fully recharged. When animated the staff can use it’s own charges at the direction of the last person to wield it in staff form. When it reaches 0 charges the it reverts to being a staff. Staff has +10 for professions when necessary.

Glove of Storing contains
Rod of absorption

*Amulet of the Planes
Rod of Cancellation – in a sealed arcane locked adamantine tube.
Pearl of Sirines
*Truesight lenses (glasses)
Mask of 1000 Tomes (unslotted)
Spell Guard Bracers (+2 concentration cast defensively 3/d roll twice)

Tattoo'd potion (Cure 3d8+15)

Scrolls-
Wands-
Cure Light WoundsX2 - Chgs 88
Wand Lesser Restoration (CLR 2) - Chgs 48

Misc spell casting paraphanelia -
Explosive Runes letters X10
Contingency Statue 1500
SIlver Holy Symbol worn over his clothing.
Diamonds/ dust -147,950

Permanency Effects-
See Invisibility-5000
Tongues- 7500
Shapechange
Arcane SIght Greater
Planar Adaptation (adjusts to plane visited)

Treasure stitching blanket - 100
Arcane Cannon focus - 5000

Various spell casting paraphernalia I may have forgotten

Loose Gold -

Misc gold spent -
Demiplane permanency X2- 22500

The Maidens Promise:

Folding boat combined with Mages magnificent mansion
Has 2 shapes Box (12’’X6’’X6’’) and Galley (20’X30’)

When in box form Sparel can treat as if instant summons had been cast on it @ will.

Galley’s have 43 medium siege engines. 20 on each side double stacked, two in the rear castles and one in the front. The ship is also fitted with a battering ram.

Ship flies by means of permanent overland flight. Speed 50’ or as Galley. Can hover without making check. 180’ w wind

Interior cabin is a magnificent mansion. The Magnificent mansion has two entry points. There is a side door in the hallway that leads down to the mundane hold. Additionally the doors to the hold can be opened from inside the MMM to an extra-dimensional hold. The inside of the MMM is mutable but typically it has a confortable, but not extravagant area for the crew to eat and sleep, a captains cabin, and enough extra space for cargo.

Unseen servants from the MMM can leave, but are restricted to the ship per Unseen Crew spell. Unseen crew follow the orders of anyone at the helm.

Folded emergency non-magic gliders along rails
Darkwood Halfling sized animated objects (permanent animated objects) X14

Shapechange “trap” (3.3 hrs) only works for those arcane marked by the creator or one so desiganated by the creator.

Captain has greater glyph of warding rod – allows use of the spell at will. In addition the rod can use wall of iron and fabricate at will. This allows the weilder to craft ammunition "out of thin air." Used for specialized ammunition. The rod also acts as a key to access the stockpile room.

"escape pod" - Permanent teleportation circle hidden under sliding planks until needed. Teleports to hidden cave far from civilization. The keeper of the plane of doors regularly checks this area for people.

Steering wheel has an orb of storms incorporated into it

Infinite spool of twine (per rope of twine)

Immobile rod anchor

Everburning torches with covers strategically placed

Spyglass

Several Bottles of endless smoke placed around ship to use as “cloud generator”

There are a number of effects that cover the entire ship and extend to those within 20’ of the ship itself.
-Mind blank (+8 will saves vs mind effects + unscryable)
-Life bubble

Special munitions

These munitions are stored securely and never more than a few out at a time except in times of combat. The stockpile is kept in a specialized room composed of walls of force on 6 sides that move with the ship. This "room" is accessible only by the wielder of the Rod of Greater Glyph of warding as it was designated the key. Though there is a mechanism for removing ammo from the room quickly. Namely a conveyer belt and chute system. This allows secure storage of munitions while also allowing rapid deployment during war time.

Specialized containers that can be fired from siege engines and break open on
impact. Used for Greater glyphs of warding. (10d6 elemental damage or spell effects 6>)

Ideas- Summon Monster 9, cloud effects (incendiary, cloudkill), conjur black pudding, greater dispel magic, disinegrate (40d6), epidemic, Holy word, Plague storm, repulsion, serenity, wall of stone/Iron/fire/lava/thorns, holy ice, flame strike, tar pool, Black tenacles

Brown mold/Green slime in clay jars (held very securely until needed)
Black pudding in stoneware – Several small as scatterbomb.

Fire trap + Gunpowder and/or brown mold.

Misc notes:

CLone = 1k
Resurrection - 10K +1 perm neg level
Greater Resto - 5K to remove neg levels
Call Construct - 1k Gem

Sparels immortality plan:

Lots of clones prepared in demiplane and around. Clones are made from youthful version of himself. He used regeneration to make a lot of them. As his current body dies he is transferred to one of his clones.

As needed Sparel casts contingency with reincarnate (via lesser wish) to get a new young body and the process begins anew.

Commonly summoned creature stats:

Black Pudding
N Huge ooze CR7
init –5; senses blindsight 60 ft.; Perception –5
Defense: AC 3, touch 3, flat-footed 3 (–2 size, –5 Dex)
Hp: 105 (10d8+60)
fort +9, Ref –2, Will –2
Defensive Abilities split, ooze traits
Offense speed 20 ft., climb 20 ft.
Melee slam +8 (2d6+4 plus 2d6 acid plus grab)
space 15 ft.; Reach 10 ft.
special Attacks constrict (2d6+4 plus 2d6 acid), corrosion
statistics
str 16, Dex 1, Con 22, int —, Wis 1, Cha 1
Base Atk +7; CMB +12 (+16 grapple); CMD 17 (27 vs. bull rush, can’t be tripped) skills Climb +11
sQ ooze traits, suction
special Abilities
Acid (ex) A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding’s acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.
Corrosion (ex) An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Split (ex) Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Suction (ex) The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding’s CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location. Black puddings are the scavengers of the underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a new, smaller black pudding, which grows to full size in 1 month’s time. Some of the more intelligent creatures in the underworld use black puddings as natural garbage disposals, creating stone pits to house the pudding and throwing organic refuse or foes in as needed.


Telikinesis:

You move objects or creatures by concentrating on them.

Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.

Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects.

You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Objects and creatures that miss their target land in a square adjacent to the target.

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell.

If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).


Demiplane: Sanctuary:

Private Sanctum
Antipathy (demon/devils/daemons) all except minor pockets where they are kept

Sanctuary-
Greater Scrying pool in the sanctuary

Sparel’s personal demiplane appears to be a humble, though spacious, elven country estate. The manor house is grown from a single tree.

The plane is Timeless. Time still passes in the prime material, but the effects are diminished by the plane. Hunger, thirst, aging, and poison effects are effectively on pause while withing the plane. However, Natural Healing is unaffected (by design).

The entire plane is blocked from scrying but for a few specifically crafted areas.

Thanks to the Timeless magic planar trait non-instantaneous spells cast are effectively permanent (unless they rely on the casters presence in which case the spells dissipate when he leaves). By design the spells Limited wish, Mages Disjunction, miracle, and wish can only be cast on the plane by the original caster. This prevents an interloper from destroying the plane in it's entirety. Of course a god level being can do whatever the hell they want in this and all things. The whole place save one room (the entry room) is covered in an effect that prevents teleportation or scrying by any but the planes creator. In other words he can scry or teleport within the plane, but no one else can.

It's mildly good aligned. Evil creatures take a -2 on all charisma based checks.
Mildly positive dominate
Morphic
Time passes normally

Everything not mentioned is the same as the prime material including identical seasons and night/day cycles. Seasonal tempatures vary, but never overly unpleasant.
Bountiful quality

Portal – Sparel created a metal sphere that expands to create a doorway up to 20’ that leads to the outskirts of his plane. The doorway can be quickly shrunk and pulled through by a single hand. The event horizon lasts just long enough to allow this. Sparel has little need for it at the moment so he keeps it hidden and locked away inside the plain himself.

Fun Features:

"the study" - There are actually three such lounges. This room is not protected from scrying, but teleport is still blocked. This room has a twine double (50% chance to scry this instead of caster) of my character looking over various books etc (all of which are mundane). Otherwise the room is completely normal. Of course if something does manage to get to this room there is also an alarm set up that will cause a specific candle per room to light in the real safe area. Nothing happens with the candle, save it burns down, but it lets my character know something is up.

An ablative sphere room – locked and guarded, sphere is in a small pit

A shaft (or three) covered in animated limbs that will pull apart any who try to traverse it. Though something valuable always appears to be at the bottom Or top.

I'm sure I'll think of more in time, but you get the gist.

Demiplane: The Gateway:

This plane is a series of roads and waystations connecting doors. Each of these doors is actually a gateway created by the Create Greate Demiplane spell. Some doors are opened upon areas with water to allow ships to pass. One could pay the toll and cross the world in a few hours as opposed to months.

The plane is identical to the material plane in regard to light and gravity, however spells cannot be cast and magic items cannot be activated while in the plane. Continuous effects or items continue to function normally.

The doors are opened and closed on a set schedule by the Caretaker (explained below). Some doors remain open for a long period of time. A small stand sits just inside the doorway where a toll can be collected. The prices vary with need and ability to pay. For example Wealthy Merchants will pay more than a poor family who wishes to visit a relative. The toll is usually collected by a simulacrum of the caretaker (or some suspect the caretaker himself).

The plane's creator designed the place to have a caretaker. The person so designated (a special ritual requiring a drop of the Plane plane creators blood) has free use of spellcasting and magic items. Additionally for this person and by default Sparel the magic trait is treated as Timeless. In other words durations on spells they cast are permanent until dispelled. Additionally, the caretaker does not age or require food (though they can still eat if they choose). The designated caretaker is in all ways treated as the creator of the plane and can alter the morphology as described in the "Create Greater Demiplane" spell. Caretaker has a permanent telepathy effect to Sparel so they can speak as needed.

Finally, the ritual imbues the caretaker with the ability to create and remove doors as they see fit as a standard action. The ability is treated as the Create Greater Demiplane Spell

The doors open and close, are created and removed, on an as needed basis. The caretaker has been known to open a doorway to negotiate a trade agreement with worthy nations.

This plane serves multiple purposes, but the main two are this. It encourages travel by those who wouldn't otherwise be able to, thus falling in line with his goddesses tenants. Also, it allows Sparel some means to assist worthy nations with financial matters.

Truename Creature:

Gabrielle the Archangel
Angel, Planetar

Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.

Planetar CR 16

NG Large outsider ( angel , extraplanar , good )

Init +8; Senses darkvision 60 ft., detect evil , detect snares and pits , low-light vision, true seeing ; Perception +27

Aura protective aura

Defense

AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, –1 size; +4 deflection vs. evil)

hp 229 (17d10+136); regeneration 10 (evil weapons and effects)

Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil

DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27

Offense

Speed 30 ft., fly 90 ft. (good)

Melee +3 holy greatsword +27/+22/+17 (3d6+15/19–20) or slam +24 (2d8+12)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 16th)

Constant— detect evil , detect snares and pits , discern lies (DC 20), true seeing

At will— continual flame , dispel magic , holy smite (DC 21), invisibility (self only), lesser restoration , remove curse , remove disease , remove fear (DC 18), speak with dead (DC 20)

3/day— blade barrier (DC 21), flame strike (DC 22), power word stun , raise dead , waves of fatigue

1/day— earthquake (DC 25), greater restoration , mass charm monster (DC 25), waves of exhaustion

Spells Prepared (CL 16th)

8th— earthquake (DC 25), fire storm (DC 25)

7th— holy word (DC 24), regenerate (2)

6th— banishment (DC 23), greater dispel magic , heal , mass cure moderate wounds (DC 23)

5th— break enchantment , dispel evil (2, DC 22), plane shift (DC 22), righteous might

4th— death ward , dismissal (DC 21), neutralize poison (DC 21), summon monster IV

3rd— cure serious wounds (2), daylight , invisibility purge , summon monster III , wind wall

2nd— align weapon (2) , bear's endurance (2) , cure moderate wounds (2), eagle's splendor

1st— bless (2), cure light wounds (4), shield of faith

0 (at will)— detect magic , purify food and drink , stabilize , virtue

Statistics

Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24

Base Atk +17; CMB +26; CMD 40

Feats Blind-Fight , Cleave , Great Fortitude , Improved Initiative , Improved Sunder , Iron Will , Lightning Reflexes , Power Attack , Toughness

Skills Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20

Languages Celestial, Draconic, Infernal; truespeech

SQ change shape ( alter self )

Ecology

Environment any good-aligned plane

Organization solitary or pair

Treasure double ( +3 holy greatsword )

Special Abilities

Spells Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.

Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.


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