Alchemical items etc:
Weapon Blanch :Silver 10
Weapon Blanch :Cold Iron 10
Weapon Blanch :Ghost salt 10
Abjurant salt 1
Cure Moderate Wounds Wand 50 charges
Adventurer’s Great coat. (Contains):
Detaching a patch causes it to become an actual item, as indicated below. An adventurer's greatcoat has each of the following patches (unless noted otherwise, the coat has only one of each patch):
• 10 days of trail rations and five full waterskins
• A case containing five adamantine bolts, five cold iron bolts, and two silver bolts
• A large scroll case containing a 2-foot-by-10-foot roll of paper and two sticks of charcoal
• A quiver containing five adamantine arrows, five cold iron arrows, and two silver arrows
• A 10-square-yard roll of canvas containing 10 pitons and a small hammer
• A silver badge and three bronze badges
• Bullseye lanterns (2; full and lit)
• Daggers (2)
• Disguise kit
• Healer's kit
• Hemp ropes (2; 50-foot coil)
• Mirrors (2; highly polished 2-foot-by-4-foot steel mirrors)
• Noble's outfit with jewelry worth 200 gold pieces
• Oil of bless weapon
• Poles (2 1; 10-foot length)
• Wand of prestidigitation (CL 1st, 5 charges)
Wing of the General
Description: This stylized red wing appears to flicker and glow with an inner fire, and in addition to its other powers, it can be used as a Holy Symbol. This item only functions for followers of Ragathiel.
Item Slot: Neck
Omen: When activated, the Wing of the General briefly glows red-hot (although this never causes harm).
Abilities:
5th: Cause Fear (Sp): Five times per day on command, you can use cause fear as the spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. (CL 5th)
7th: Fireball (Sp): Once per day on command, you can use fireball as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. (CL 7th)
10th: Scorching Ray (Sp): At will, when you issue the command word and gesture with the item, you cause it to shoot two rays of fire, as the scorching ray spell. (CL 10th)
11th: Dismissal (Sp): Once per day, when you issue the command word and gesture with the item, you can force a creature to return to its native plane, as the dismissal spell. The base save DC is 16, or 14 + your Charisma modifier, whichever is higher. Add your character level to this number and subtract the target creature’s HD to determine the final save DC. (CL 10th)
13th: Break Enchantment (Sp): Once per day when you issue the command word and gesture with the item, you can free subjects from enchantments, transmutations, and curses, as with the break enchantment spell. (CL 11th)
16th: Wall of Fire (Sp): Two times per day, when you issue the command word and gesture with the item, you cause it to conjure a curtain of shimmering red fire, as the wall of fire spell. (CL 13th)
17th: Planar Ally (Sp): Once per day on command, you can call an extraplanar creature of 12 HD or less to perform a task for you, as the planar ally spell. You must still pay any gold piece cost required by the task. (CL 15th)
20th: Meteor Swarm (Sp): Once per day on command, you can use meteor swarm as the spell. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. (CL 20th)
GP:6500
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Special Abilities
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Abyssal Scourge 4d6 (DC 17) (Su) Channel energy to damage evil outsiders. Concentration check for summoning for 1 round
Alignment Channel (Chaos) Channel Energy heals or harms outsiders of the chosen alignment. At 6th level, the energy lingers in the affected area for 1 round as a shimmering, barely perceptible, mist that disrupts Abyssal magic. A creature in the mist that casts a conjuration (summoning) spell or spell-like ability with the selected alignment subtype must succeed at a concentration check or lose the spell.
At 15th level, any chaotic or evil creature that casts a conjuration (teleportation) spell or spell-like ability while in the mist must succeed at a concentration check or lose the spell. The concentration check DC for both abilities is equal to 15 + double the level of the conjuration spell. A cold iron warden can take other feats to add to this ability such as Improved Channeling, but not feats that alter this ability, such as Command Undead.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bane (+2 / 3d6 / 1d6, 10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blessings (8 /day) (Su) Pool of power used to activate Blessing abilities.
Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +4 (10/day) (Su) Make a melee attack with morale bonus to damage.
Demonologist Bonus equal to ½ class level (+5) on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon's disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy.
Destruction BlessingDestructive Attacks (minor): At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+2 bonus, ignore cover/conceal & bypass all DR).
Endless Hatred (Ex) Use 1 power to ignore favored enemy DR for 1 rd and +2 to all FE bonues for 1 min.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Extra Bane May use bane ability 3 additional times per day
Evasion No damage on successful Reflex save
Favored Enemy (Evil Outsiders +6) (Ex) +6 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Judgment ((Evil)) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Favored Terrain (Urban +4/Undergroud +2) (Ex) +4/2 to rolls when in Favored Terrain (Urban/Underground).
Favored weapon (Bastardsword) Good BlessingHoly Strike (minor): 1 minute, weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. good for the purposes of overcoming damage reduction.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Precise shot Ignore all miss chance except total concealment, and all AC bonus except total cover.
Inquisitor (Cold Iron Warden) Domain (Rage) Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not been implemented yet.
Inquisitor Channel Energy 4d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Second Judgement Apply 2 judgements at once
Sniper's Riposte (Ex) No AoO for making ranged attacks. Swift action and 1 power to negate Stealth penalty for sniping.
Stern Gaze: The inquisitor adds her Wisdom modifier on Intimidate and Sense Motive.
Stolen Fury +2 trait bonus to CMB vs. Demons
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +4 Add the listed bonus to survival checks made to track.
Track Teleportation (Su) Discern information about teleported creature by standing where it was.
Translate Telepathy (10 rounds/day) (Su) Perception check to discern telepathic messages within 5'/level.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Appearance:
From the moment she enters a room, Anathya’s presence draws one’s attention. Tall in stature, possessed of a figure that boast both appealingly full feminine curves and sleek, defined muscle, the young woman appears to be in peak physical condition. Her bronze skin carries a healthy glow that seems almost to shine in firelight, heavily complemented by hair that seems to shift between raven black and dark silver as she moves. By far her most captivating feature would be her eyes, twin pools of molten gold that peer out the shadows, pronouncing silent judgement.
For those privileged enough to see it, her allegiance is boldly emblazoned on her back in the form of a tattoo, five stylized red wings, reminiscent of flame, and a matching sixth, jet black, reflecting the rage and darkness both of her patron and her own inner struggle to make those that would do evil suffer while avoiding crossing the line into evil herself.
Background:
Born during the second crusade, the daughter of a pair of low level crusaders, Anathya’s life was typical to that of a child raised near the Worldwound.
Tough, regimented, disciplined but not unpleasant. That is until the day that her parents’ patrol was ambushed by demons, resulting in only a single survivor. Taken in amongst the other orphans of the crusade the girl’s pain manifested as a simmering anger that made her rather difficult to deal with.
In hopes of helping her deal with her emotions, she was assigned to working with the wounded in the less heavily militarized parts of the city, and for a short while, the positive nature of her work supplied her with a sense of wellbeing that aided her greatly. Yet the seething corruption that manage to find it’s way into the city would strike her as well as she and a few other youths were kidnapped by cultists worshipping the demon lords, and forced to take part in a demonic ritual. Though the details of what occurred have never been fully determined, she and a few others managed to somehow gain control of the dark energies that were supposed to corrupt their souls, turning them upon their captors before escaping.
Angry and confused, she managed to stumble and fight her way through the night, being led by images of fire, leading her to an unassuming weapons shop within the city. Finding the girl unconscious on his doorstep, the shop owner took her in, tending to her wounds and nursing her back to health. While functional, the shop was in fact a safehouse for a mystery cult of Ragathiel. Understanding her dark rages against the demons that took her parents, and their servants that tried to use her to their own ends, the old man indoctrinated her into the ways of the General of Vengeance.
For the next few decades she would train to become the perfect weapon against demonkind, learning the weaknesses of the myriad of demonic creatures plaguing the Worldwound, hunting the hunters, cutting down those that facilitated them, rooting out the demon-worshipers with the ranks of the crusaders, always working from the shadows.
The work fulfilled her, providing her with an outlet for that darkness that needed to be expressed, giving her something she not only excelled at, but enjoyed.
Rising through the ranks of the Hunters, Anathya often ranged alone, patrolling the borders for any sign of demonic activity. It was on one such occasion that she noticed a flickering in one of the legendary Wardstones. Investigating it up close, she experienced something that most considered unimaginable. It exploded, bathing her in a wave of energies that could only be described as mythical in nature.
When she awoke a day later, she found everything in chaos, demons everywhere having breached the defenses of the crusaders at multiple points. The fight to stem the tide of demonic power from spilling into the world at large was on.
Bolt:Light combat-trained horse with a military saddle
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.
Current battle:
Active effects :
Archery Range
Source Heroes of the Wild
Earnings gp or Influence +8
Benefit(s) Decreased chance of fired arrows being destroyed or lost
Create 12 Goods, 12 Labor (480 gp); Time 25 days; Size 20–50 squares
An Archery Range is an open area where one can train with ranged weapons. One end of the range features targets and a soft wall (often several feet of stacked hay or loose earth) to absorb missed shots, while the other side has benches, tables, and firing stands to accommodate trainees. Because the targets and soft wall behind them are designed to absorb ranged attacks, arrows that strike either surface have only a 5% chance of being destroyed or lost.
Armory
Benefit provides for 1 Bunks or Guard Post, hastens donning armor
Create 9 Goods, 3 Influence, 6 Labor (390 gp); Time 16 days; Size 5–15 squares
An Armory stores a variety of armor and weapons, providing enough equipment to supply one Bunks or Guard Post with common equipment (the guards or soldiers leave their armor and weapons here, and you don't have to pay for individual equipment for them as long as this room is not broken). The room is typically supplied with medium armor and appropriate martial weapons for the guards or soldiers in the building. The Armory contains an array of helpful tools to allow you to don armor in the time it normally takes to don hastily.
Confessional
Benefit bonus on Stealth checks
Create 2 Goods, 3 Labor (100 gp); Time 4 days; Size 2–4 squares
This pair of tiny, linked rooms allows for private conversations. Alternatively, you may construct a hidden space that allows you to watch another room without being observed, such as through a peephole in a tapestry or mosaic. One side of this room provides a +4 bonus on Stealth checks to hide from creatures in the adjoining room. a Confessional can be constructed in a way that allows this bonus to apply to creatures in both sides or just in one.
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Execution Yard
Source Champions of Corruption
Earnings Influence +10
Benefit bonus on Intimidate checks
Create 8 Goods, 2 Influence, 10 Labor (420 gp); Time 24 days; Size 20–40 squares
Upgrades From Courtyard
This open area is used to host public executions. The execution device, such as a headsman's block or gallows, occupies a dais in the yard's center. Surrounding it are viewing galleries for guests of assorted status and plenty of standing room for lower-class rabble. Gibbets or pikes around the yard display the condemned, granting a +3 bonus on Intimidate checks within the settlement to whoever publicly ordered the execution