Aurora Shadowbane's page

298 posts. Alias of GYPSY ROSE.

Full Name

Aurora Shadowbane


Human (Ulfen Viking Dame) 79816xp


Cleric of Jaren Falkynjagger 8/Warpriest (CoTF) 1 ; HP 83, Init +2, AC: 24 /T: 13 /F: 22; Fort:+11/ Ref:+5/ Will:+13; Per: +13; BAB: +6, CMB: +10, CMD: 23







Special Abilities

Agile Feet 7/day, Blessings 7/day (War Mind; Holy Strike), Battle Rage, Channel Energy 5d6, Destructive Smite +4 Morale, Dimensional Hop, Heart of the Wilderness +4, Rage, Touch the Spirit World, Plunder Davy Jones Locker, Deathward.


Neutral Good (Lawful until driven to Insanity)


Jaren Falkynjagger: "The Hanging God" (God of Justice & Vengeance, Farrier of Souls, Judgement of Souls


Razors Coast (Obsessed to Hate Bonaduce)


Celestial, Dwarven, Skald, Naval Code, Runic Literacy, Semaphore, Tulita (Coastal).



Strength 19
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 18
Charisma 14

About Aurora Shadowbane

Pathfinder RPG Advanced Class Guide Pg 60, 128
Aurora Shadowbane
Female human (Ulfen) cleric of Jaren Falkynjagger 8/warpriest (champion of the faith) of Jaren Falkynjagger 1 (Pathfinder RPG Advanced Class Guide 60, 128)
NG Medium humanoid (human)
Init +2; Senses Perception +13
Aura ward against death (30 ft., 8 rounds/day)


AC 24, touch 13, flat-footed 22 (+10 armor, +1 deflection, +2 Dex, +1 natural; +2 deflection vs. evil)

hp 83 (9d8+28)

Fort +11, Ref +5, Will +13; +2 resistance vs. evil

DR 1/—


Speed 40 ft.

Melee +1 consecrated grayflame silversheen greatsword +13/+8 (2d6+11/19-20) or
. . cestus +10/+5 (1d4+8/19-20) or
. . chakram +9/+4 (1d8+8) or
. . heavy flail +10/+5 (1d10+10/19-20) or
. . kukri +10/+5 (1d4+8/18-20) or
. . unarmed strike +10/+5 (1d6+8) or
. . wooden dagger (vamp slayer) +10/+5 (1d4+8/19-20)

Ranged darkwood composite longbow +9/+4 (1d8/×3)

Special Attacks blessings 7/day (Good: holy strike, Travel: agile feet, War: war mind), channel positive energy 7/day (DC 17, 5d6), destructive smite (+4, 7/day), sacred weapon

Domain Spell-Like Abilities
. . At will—dimensional hop (80 feet/day)
. . 7/day—battle rage (+4)

Cleric Spells Prepared (CL 9th; concentration +13)
. . 4th—blessing of fervor[APG] (DC 18), death ward[D], divine power, restoration
. . 3rd—magic circle against evil, magic vestment, prayer, rage[D], water breathing
. . 2nd—bull's strength[D], delay poison, effortless armor[UC], lesser restoration, returning weapon[UC]
. . 1st—bless, liberating command[UC], moment of greatness[UC], protection from evil, tracking mark (DC 15), true strike[D]
. . 0 (at will)—create water, detect magic, detect poison, mending, purify food and drink (DC 14), stabilize

. . D Domain spell; Domains Destruction (Rage subdomain), Repose (Souls subdomain), Travel.

Warpriest (Champion of the Faith) Spells Prepared (CL 9th; concentration +13)
. . 1st—murderous command[UM] (DC 15), protection from evil
. . 0 (at will)—enhanced diplomacy, guidance, light, read magic, resistance


Str 19, Dex 14, Con 14, Int 12, Wis 18, Cha 14

Base Atk +6; CMB +10; CMD 23

Feats Believer's Boon[ACG], Channeling Force[ACG], Extra Channel, Furious Focus (B)[APG], Improved Unarmed Strike (B), Power Attack, Selective Channeling, Toughness, Vital Strike (B), Weapon Focus (greatsword)(B)

Traits elven theurge, plunder davy jones’ locker, treasure mapper

Skills Acrobatics +4 (+8 to jump), Appraise +3, Bluff +6, Climb +12, Craft (cartography) +3, Craft (traps) +7, Craft (weapons) +7, Diplomacy +8 (+10 when gathering info), Disguise +4, Escape Artist +3, Fly +3, Heal +17 (+18 circumstance to treat wounds or deadly wounds, +20 to treat poison), Intimidate +11, Knowledge (arcana) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +9, Linguistics +11, Navigation +3, Perception +13, Perform (oratory) +5, Profession (merchant) +10, Profession (sailor) +13 (+15 to navigate using a map or chart, +17 to navigate in the area detailed by the chart), Profession (soldier) +10, Profession (tanner) +10, Profession (trapper) +10, Ride +3, Sense Motive +10, Spellcraft +15, Stealth +3, Survival +14 (+16 to navigate using a map or chart, +16 to avoid becoming lost when using a Mapmaker's Kit as you travel, +16 to avoid becoming lost), Swim +10; Racial Modifiers +4 Survival

Languages Celestial, Dwarven, Naval Code, Runic Literacy, Semaphore, Skald, Tulita (coastal)

SQ agile feet (7/day), fire as she bears, heart of the wilderness, insanity points (0; effective Wis 16/16), overprotective, rage, touch the spirit world (8 rounds)

Combat Gear scroll of break enchantment, delay poison, heal, wand of bull's strength, antiplague[APG], antitoxin, bladeguard[APG], caltrops, healer's kit; Other Gear +3 buoyant burdenless armored kilt mithral agile breastplate[APG], +1 consecrated grayflame silversheen greatsword, cestus[APG], chakram[APG], darkwood composite longbow, heavy flail, kukri, wooden dagger (vamp slayer), amulet of natural armor +1, belt of giant strength +4, cloak of the manta ray, handy haversack, headband of inspired wisdom +2, ring of protection +1, antidote kit[UE], bandolier[UE], belt pouch, blanket[APG], blue book[UE], chewing stick, cleric's vestments, climber's kit, comb (0.2 lb), compass[APG], crowbar, diving suit[UE], drill[APG], earplugs[APG], folding shovel[UE], garlic tablets (3), gas mask, grappling arrow[UE], grappling bolt[UE], hairbrush (0.3 lb), hammer, hammock[UE], holy text (Jarren Falkynjagger)[UE], incense (arg)[ARG], mapmaker's kit[APG], marbles[APG], mirror, nail file (0.1 lb), nautical chart, necklace of garlic bulbs (2 lb), piton (5), scissors (0.3 lb), signal horn[APG], signet ring, silk rope (50 ft.), silver holy symbol of Jarren Falkynjagger, soap, spell component pouch, sponge, sunrod (2), surgeon's tools[UE], tabard[UE], tattoo holy symbol of Jarren Falkynjagger[UE], tooth powder (0.1 lb), trail rations (4), waterproof bag[UE], waterskin, weapon cord[APG], wrist sheath[UE], wrist sheath, spring loaded, 1,486 gp, 2 sp

Tracked Resources

Agile Feet (7/day) (Su) - 1/1
Antidote kit (10 uses) - 1/10
Antiplague - 0/1
Antitoxin - 0/1
Battle Rage +4 (7/day) (Sp) - 0/7
Bladeguard - 0/1
Blessings (7/day) (Su) - 3/7
Chakram - 0/1
Cleric Channel Positive Energy 5d6 (7/day, DC 17) (Su) - 5/7
Destructive Smite +4 (7/day) (Su) - 2/7
Dimensional Hop (16 5-ft inc/day) (Sp) - 0/16
Garlic tablets - 0/3
Healer's kit - 0/10
Incense (ARG) - 0/1
Insanity Points - 0/16
Plunder Davy Jones’ Locker (1/day) - 1/1
Rage (8 rounds/day) (Su) - 0/8
Sunrod - 0/2
Touch the Spirit World (8 rds, 7/day) (Su) - 0/7
Trail rations - 0/4
Wand of bull's strength - 0/50
Ward Against Death (30 ft., 8 rounds/day) (Su) - 0/8
Wooden Dagger (Vamp Slayer) - 0/1

Special Abilities

Agile Feet (7/day) (Su) For 1 rd per cleric level, you ignore difficult terrain.

Battle Rage +4 (7/day) (Sp) Touch ally to grant +4 to a melee dam for 1 rd.

Believer's Boon Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.

Channeling Force As swift action, expend channel energy to grant bon to wep dmg equal num of chan dice.

Cleric Channel Positive Energy 5d6 (7/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Cleric Domain (Rage) The effective level for the barbarian rage powers is currently equal to the cleric level.

Cleric Domain (Souls)

Damage Reduction (1/-) You have Damage Reduction against all attacks.

Destructive Smite +4 (7/day) (Su) Make a melee attack with morale bonus to damage.

Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.

Fire as She Bears FaSB Helper for Getting the Gauge and Aboard a moving ship.

Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.

Heart of the Wilderness +4 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.

Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Rage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Sacred Weapon (Su) When using sacred weapon, increase damage dice.

Selective Channeling Exclude targets from the area of your Channel Energy.

Touch the Spirit World (8 rds, 7/day) (Su) Allow touched weapon to harm incorporeal targets.

Vital Strike Standard action: x2 weapon damage dice.

Ward Against Death (30 ft., 8 rounds/day) (Su) 30'r aura immunity to death effects, energy drain, and suppresses negative levels.


God of Lawful Justice & Vengeance against evil, Farrier of Souls to and From the Heavens, Contemplation, Thought & Judgement of all Souls, Chooser of Souls for Rebirth & Final Placement in the Afterlife, Stars and the Heavens.

ORDER: Val-Tulmiph
ALIGNMENT: Lawful Good
DOMAINS: Destruction, Knowledge, Law, Repose, Travel, Void, War.

SUBDOMAINS: Hatred, Rage, Thought, Judgement, Psychopomp, Souls, Stars, Tactics.
GARB: Loose Fitting Monk Robes or Armor with Winged Helm and Great-sword

FAVORED WEAPONS: Unarmed Strike, Great-sword,
SUPERSTITIONS: Spikes and Torture
FORM OF WORSHIP AND HOLIDAYS: 7th of Winterdark, 4th of Erstdain (birth)

TYPICAL WORSHIPERS: The Cult of the Hanging God, Vengeance & Justice seekers, Planar Travelers, Bards, Paladins, Warriors, Monks, War-priests, Those who were Tortured or Enslaved seeking rebirth.

The foundations of his worship lie in the pantheon of Ethrum, Kingdom of Kayomar: Tefnut, Toth and Falkenjagger head a triumvirate whose worship overlaps one another as one religion. It was there that the worship of Jaren Falkenjagger began, in the form of the Cult of the Hanging God.

Falkenjagger is the embodiment of wrath, frenzy & hatred of evil as he was bound and tortured for a thousand years by evil gods.

Tattoos litter his body, and within his chest, centered in a large tattoo of a hawk, burns a glowing, blood-red, palm-sized, Tear-drop shaped Ruby, called the Veil of Life. Its a soul gem containing his essence and if his avatar is slain immediately resurrects him or he may resurrect a follower at will. He may also store souls for transport to the afterlife or to rebirth in the gem.

He wears a great helm shaped like a hawk’s head, and he commands gigantic hawk wings to spring from his back at will. Falkenjagger appears as a human, often dressed as a monk.

Those he chooses to restore to life become Reapers, Deaths Mistresses, the Bringer of Death, and his agents on earth to keep the balance in the veil between life and death, destroying those who violate the natural laws of life.

He has a hatred of the deity Orcus and undead. His battles against evil and his hatred for undead are legendary. He revels in war and the destruction of evil.

As a servant of Toth, he guides the souls of the deceased to their resting place as required by the judgement of Toth and oversees the distribution of souls selected in birth and reincarnation. Falkenjagger guards the Books of Toth in a floating city on the edge of Time.

His Worshipers include Paladins, Warriors, and Monks, & Seekers Righteous Vengeance, Justice, & those seeking transport to other planes. His clerics prefer loose fitting raiment, but are not slow to don armor and wield mighty weapons in combat.

Aurora Shadowbane is a tall dark figure, 5' 9" in height, Dark Hair and Haunted Blue Eyes, Her eyes tell a story for those who look deep enough of a person has lost much and seen much. In those eyes you see a heart of good and a soul of rage for she is seeking justice or vengeance for her families death. On her armor is emblazon the heraldry of a hawk and she wears a winged helm of Netherlander design. She wears a holy symbol of a circular medallion, with hawk-wings, writing on the edges and a red ruby that resembles a drop of blood in the center.

She speaks with a Dwarvish accent in common and many of her mannerism would appear to be Dwarvish as well, but she is most definitely human. She has a noble but savage bearing and carries accouterments normally associate with a ranger of the wild, but she appears more like a paladin in dress. She is a dark figure, imposing and demanding of respect.

She introduces herself as Mistress Aurora and seems engaging. She sizes you up to try and figure you out, she seems a bit distrusting at first, but then she sees you are a good soul and opens up to you. Lets have a round over here barkeep.

You get yourself a round and then she starts to tell you tale, a tale of how she came to be;

"My prophecy was foretold in the ancient books at bards colleges around the world, I am called the Bringer of Death by Some, Deaths Mistress by others for I was born to be tied to the netherworld and am said to heal the wounds of the Veil by destroying that which keeps the wounds open, evil.

All I know is I and those i care about have been hunted by those who would harm me. I was born with a hawk shaped birthmark, and when the priest in attendance from Freya's temple saw this, immediately told my parents of the prophecy about me.

My parents were good parishioners in the kingdom, Merchants in charge of overseeing trade in the docks for the king, they would set the contracts and collect the fees. When they were told that I would be sought by evil, they new they had to take measures in there own hands and brokered a deal with a Dwarven temple near the frontier in the mountains to open a small trading post and moved me and my older sister there to hide me as emissaries for the king to the Dwarven Kingdoms.

Many years passed and we were happy living among the Mountain Dwarves, I learned most of what I knew from them, how to track, how to hunt, how to fight. They took a interest in me so to make sure I was raised good and true, my parents saw to my needs and we grew wealthy and prospered. I was able to best most of the Dwarf children in contest and grew strong, my sister was a gentle soul who found peace in the wild with all of her furry friends.

Then the fateful day came that changed my world, our home and embassy was attacked by a group of evil vampire wizards and magus; they were led by a Lich Wizard who sought to destroy us to prevent the prophecy from coming true because he knew one day I would be his end.

He did worse than that, he killed my father and converted my sister to be his bride before my eyes, tied my mother up and tortured her for days and me too, having his undead enclave drink little bits from us for days. Then when he felt he had control over my sister, he had her finish off our mother as her first kill, then and there is when I found my faith and prayed for the strength to defeat these creatures and gain my freedom.

I heard a whisper in my mind pray to me, the old ones, return our followers to us and heal the world, I will grant you the power you seek, I am Toth and you shall follow my servant Falkenjagger, you are reborn.

At that time my birthmark burned and glowed on my skin and out of it came a burst of light and smited my sister and the lesser Vampires; what came next is a bit hazy as I found myself free, I was only 10, my sister was in dust and I was in a frenzy using any weapon I could find to destroy those who survived the wrath of my god, my hand was guided by the divine, for it was not me that day, I was but the tool used to deliver the justice and righteous rest to these souls. When I was done, the only one who remained was the Lich Wizard and he fled.

I was told in my mind to let him go, he would be mine one day when I was ready and to study and tell my story to those who would listen. I was adopted by the Dwarves and raised as there own, became a forest warden and joined the guard when I got older, when I finished my service I signed onto a ship to see the world, when we docked the other day, I found myself in a bar, next I knew I was here.

One day I will find that Creature responsible for my families death and will slay him; until that time, evil will not sleep, because I will hunt them and kill them.

Dance with Death, Deaths Mistress:
"the bringer of death", "the bringer of souls" or "the bringer of the underworld"

Frauline grissa ost drauka

drauka has three meanings: death, as in to kill; spirits, the souls of the dead; or the underworld, the place of the dead.

The prophecy means. "All of the them are true."

It says, "I have killed people with this sword. I am the bringer of death in that sense. That is the first meaning of drauka."

"In order to prevail against otherwise impossible odds, I use my sword's magic to bring forth the spirits of those who have used it before me. I have called the dead forth, called the past into the present. In that way, I am the bringer of spirits. That is the second meaning of drauka."

"As for the third meaning, bringing forth the underworld, I can pierce the veil of life to deliver souls to the afterlife. That is the third meaning of drauka."

My primary title is "bringer of death" in prophecy, although I am also referred to by other names, such as the "pebble in the pond" and the "one who turns the blade white. In the dance with death I call forth the underworld by releasing the spirits. I call myself the bringer of death, painting myself with the twin lightning bolts of the Con Dar (Blood Rage), and use the Confessor's face.

As part of my wardrobe, I wear ruby tear drop amulet as my holy symbol, as a reminder of the Primary Edict.

Primary Edict
"The ruby is meant to represent a drop of blood. It is the symbolic representation of the way of the primary edict.

"It means only one thing, and everything: cut. Once committed to fight, cut. Everything else is secondary. Cut. That is your duty, your purpose, your hunger. There is no rule more important, no commitment that overrides that one. Cut.

"The lines are a portrayal of the dance. Cut from the void, not from bewilderment. Cut the enemy as quickly and directly as possible. Cut with certainty. Cut decisively, resolutely. Cut into his strength. Flow through the gaps in his guard. Cut him. Cut him down utterly. Don't allow him a breath. Crush Him. Cut him without mercy to the depths of his spirit.

"It is the balance to life: death. It is the dance with death. It is the law a bringer of death lives by, or she dies."

Deaths mistress, the Bringer of Death is one that was born with the gift to use both positive Magic and negative Magic and is proficient in many of the forms those take.

Her power comes from instinct and emotion, particularly driven by need and anger. But those who understand the Eleventh Rule are able to use their magic at will.


“Keep your vision all-inclusive, never allowing it to lock on any one thing…look everywhere at once, see nothing to the exclusion of all else—don’t allow the enemy to direct your vision, or you will see what he wishes you to see. He will then come at you as you become bewildered, looking for his attack, and you will lose.

Instead, your vision must open to all there is, never settling, even when cutting. Know your enemy’s moves by instinct, not waiting to see them. To dance with death means to know the enemy’s sword and its speed without waiting to see it. Dancing with death meant being one with the enemy, without looking fixedly, so that you could kill him. Dancing with death meant being committed to killing, committed with your heart and soul.”

This passage comes in the context of a warrior in battle. A warrior whose only objective is to eliminate the threat. To obliterate the enemy at all costs.

As my life unfolds, I find that I possess the power to read into things way too much. This is sometimes detrimental, but other times is useful for seeing symbolism and metaphor where there is only normality. To find minute distinction in the hopelessly ordinary. Revealing the nuance in the prose if you will.

In order to understand it fully, you must understand the way the sword works. It’s used in it’s ideal purpose only by the noble and true of heart, warriors who are not corrupt, not selfish. It possesses the knowledge, feelings, and abilities the previous owners sustained. When the sword is used, the person gripping the hilt at once becomes one with the ancestors of the sword, using the same power those before him used. That power is his for the taking.

This is summoning of power, this art of war, ‘The dance with death’ … as it mimics dancing in footwork, and results in the impending reaping of life.

So it is in the spiritual realm.

As disciples of Christ, we already own this ‘sword’. the sword is a symbol of the word of God (Truth and Light), the bible (Hebrews 4:12).

By accepting the title of ‘disciple’ it opens the gateway into the power that the sword gives, as we do with the words of God to guide us through life.

You also gain power through your ancestors before you, who wielded this very sword, the Truth of the Light.

Those ancestors to us are not only the prophets and disciples accounted for in the bible, but also those generations before us, who blazed a trail into the world we know today. We are given power by their heritage, by their strength. (Acts 1:8)

By this we know that we are fully equipped to fight the enemy. We have the power necessary to obliterate any obstacle and overcome any trial.
With power comes skill. Skills that we learn on the battle field, skills we learn through heritage.

That’s what the quote is all about. It’s advice for the warrior on how to kill.

I’ll break it down for ya.

• When fighting the enemy, our first instinct is to focus on them. But when we focus too hard on the enemy we get tunnel vision, and can miss more foes on either side or even solutions to the problem. One of Richard’s favorite quotes is:

“Don’t focus on the problem, focus on the solution.”

• When we are focused so much on the enemy and the problem at hand, we are focusing on the exact thing Satan wants us to focus on: Him. And when we’re focused on him, we aren’t focused on God. We lose sight and direction from who we’re fighting for. Before we know it, we’re so lost in Satan’s will that we become confused and disoriented, primed and ready for yet another attack.

• Even when we gain ground against the enemy, it’s easy to have ourselves a little victory march and forget what’s going on. This line means to never stop anticipating the next move. If you allow yourself to freeze on even the smallest gain, it could be detrimental to yourself and those around you (Nehemiah 4). To never settle is to never become desensitized.

• To fight the adversary is to know the adversary. In battle we are to move by instinct, and that instinct is based in knowledge received from past experiences and by what the word of God tells us.

We are equipped with the knowledge of the enemy, we shouldn’t have to wait for his attack in order to fight back. We know which route sin could take to get to us, and what level of attack it will be. It is up to us to be ready for the attack we know will undoubtedly come. The quote calls it ‘being one with the enemy, without looking fixedly’ … This reiterates the previous advice to not put your focus where the enemy wants it, but to keep enough focus about the enemy in order to predict his next move.

• Bottom line: If you aren’t fully committed to fighting against, and ultimately destroying, the sin in your life, you will succumb to the the wiles of fleshly desire and find yourself defeated. You must be committed to the fight with your heart and soul. (Mark 12:30)

— — —

Are you ready for the dance with death?

Combat Actions:
Standard Combat Maneuvers wrote:


War Mind; choose one each rd: +10 speed, +1 AC, +1 att, +1 save.
Holy Strike; +1d6 Holy Smite.
Greyflame; swift +1 Atk/Dam +1d6 Divine Damage.
Channel Force activated +5 Force Damage.
Destructive Smite (Free;Su) +4 (+8 w/MoG) Morale Damage.

Heal Check; Channel Energy to Heal selectively: 1d20 + 14; 5d6. Concentration: 1d20 + 12 & cast spell. Intimidate: 1d20 + 8.

(Cast Before): ( )Water Breathing, ( )Blessings of Fervor, ( )Prayer, ( ) Bull's Strength (D). ( )Rage (D). (Cast As Needed): ( )Death Ward (D), ( )Delay Poison, ( )Effortless Armor, Restoration, ( )Lesser Restoration, ( )Liberating Command, ( )Moment of Greatness, ( )Protection from Evil x2, ( )Murderous Command, ( )Guidance

My Sword Stats Activated:

+1 (+2) consecrated silversheen 2H sword w/Greyflame Activated:

Str + 4 (x1.5); BAB +6; Wep Focus; Damage 2d6; Attack: 1d20 + 13; Dam 2d6 + 1?. w/Greyflame Activated; +2 Atk/Dam (Enhancement); +1d6 (Devine) Dam. Consecrated Charged = 5d6 divided by 1/2 Smite Undead (free; Charged until used), Holy Strike; +1d6 Holy Smite.
Channel Force activated +5 Force Damage
Destructive Smite (Free;Su) +4 Morale Damage (+8 w/Moment of Greatness)
DR Silver/Magic/Holy/Cold Iron.

Blessings of fervor

Increase speed by 30 feet.

Stand up as a swift action without provoking an attack of opportunity.

Make one extra attack as part of a full attack action, using its highest
base attack bonus.

Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Cloak of the Manta Ray (Stats): This cloak appears to be made of leather until the wearer enters salt water.

At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form).

The Cloak Grants the Following Powers:
+4 natural armor bonus
Water Breathing (Continuous)
swim speed 60 feet
Darkvision 60 feet
Low-light vision 60 feet
scent, grab, pounce, & trip (where applicable).
Size (Large): +4 Strength, -2 Dexterity.
Natural Weapon Attack (Tail Spine): Attack; (full BAB); 1d6 + (str)

The wearer can release his arms from the cloak without sacrificing

underwater movement if so desired.

Moderate transmutation; CL 9th; Craft Wondrous Item, Beast Shape II, water

breathing; Price 7,200 gp; Weight 1 lb.

(WITH MANTA RAY CLOAK IN WATER AC 25; SIZE LARGE; +4 size bonus to Strength, -2 to Dexterity, +3 Natural, Water Breath, Swim 60, Darkvision, Tail spike)

channel force/destructive smite (Swift & free), swift holy strike.

Attack 2 Unarmed strike/Tail Spike, Holy Strike, smite, channel force: 1d20 + 10; 1d20 + 10; 1d20 + 5

Damage: 1d8 + 1d6 + 13; 1d8 + 1d6 + 13; 1d6 + 1d6 + 13;

Timeline Notes:
Ivar: wrote:

She saved my life, I will not let her die alone Ivar in debt

to Aurora, follows her up the stairs, not nearly as fast as she is due to

her spells. however fast he can move behind her, he is (extra 30 ft. of

move, Blessing if you choose it.)

Oro-Tu: Our shares aren't enough to buy much separately if we want to try

pooling for the staff. Actually the staff is 29k and probably not worth it

with only cure serious and lesser restore/remove blindness etc. Would be

better to just get a cure serious (11.2k) wand or cure critical (21k). A

wand or two of CLW is still a necessity. It's the cheapest healing per gold

piece, so its good for healing out of combat. Csw or cure critical is good

for in combat healing. But 4 charges of CLW is cheaper than one charge of

cure critical wounds...

I would suggest 1-2 wands of CLW each for Aurora and Uraisia (750gp each)

plus one wand of CSW (3d8) at 11.25k for uraisia to hold onto for battles.

That would be 12.75k for 2 CLW and one CSW versus 29k for staff or 21k for

one cure critical.

Ivar "Goldilocks" Theodinson: that makes sense to me, the original amount

was 14,912gp 5 sp. if we subtract the 12,750 from it that makes the split

2,162 5 gp or about 308 gp 9 sp 3 cp each or 270 gp 3 sp 1 cp if we include

the boat.

Uraisa Ellsworth: sounds good to me. I will add a new CLW wand to my sheet,

as well as a new wand of CMW.

Oro-Tu: whatever Ivar said, 270 each or so after the wands.

experience Running Total:
Guardians and Plant 2100 XP each.

XP for the traps=3200 each

*****DM Audit on Experience********

Level 7 beginning Xp: 35000
Roleplay 535
Giant Scorpion 2135
Bonegnaw 7100
Bard Ghost 535
Sharks 400
Barbarians and Traps 700
Saved Village 400
Kanoa 4640
Wave Rider RP 500
Sea Troll 320
Tame 1000
Vampire Spawn 535
Plant 1200
Girallons 1200
Scylla 1200
Cockatrice 300
Guardian and Plant 2100
Traps in Temple on Caldera 3200
Total: 63000xp

072040xp - Correction <9040> = 63000 of 75k Aurora Actual XP (12000 to 9th)

1600 for devourer
1800 for mummies
3200 for Pale Queen vampire
1370 for mummies
1600 advanced clay golem
Wyvern, Mohrg and zombies from Lighthouse 2533xp
Sea Gargoyles 933xp
Island with Wale and Were sharks 2780xp
Christmas Present: 1000xp
Total as of 12-26-16=79816

cohort Victoria Jhenn (Joined Paladin)
These are the tenets she plans on following if you would like to add/subtract anything let me know: Courtesy, Lawfulness, Bravery, Humility in one’s deeds, Unselfishness, Good-temperedness, Piety, Kindness, Honor, Law, Loyalty, Courage, Responsibility, Honesty, Compassion, Duty.

It looks like you have taken your players info and formatted them with hero lab. With that in mind here is her bare bone info. If you would like me to format it let me know. (I don’t have hero lab)

Jhenn is a tall and well-muscled with a stern countenance. The statuesque woman wears her yellow, sun colored, hair short and her face appears to be chiseled from stone, with her thin lips set in a perpetual frown, and eyes like frozen pools, sitting beneath her furrowed brow. She is usually adorned in heavy armor with a sword and shield close at hand. The warrior wears a copper and white checkered tabard with the flamed scales embroidered over the right breast marking her as a follower of Mitra.

Jhenn is a paladin of Mitra, The Scales of Justice. As such she tries to live the vows and tenets of her faith. In spite of her hardened countenance Jhenn is gregarious, perhaps a bit slow to trust, but good natured and sees everyone as a potential friend. She can be touchy about her honor and strives to keep her vows. She is a fierce defender of her friends and a fierce enemy of those would disrespect Mitra.
I will need lots of help trying to figure out how Jhenn got here.


Jhenn dedicated her life to Mitra since she was 8 years old. Sacrificing friends, family, and wealth along the way. After serving in the temple she was chosen as a squire for Sir Abram a paladin of Mitra at age twelve and after several years of service was chosen as a paladin by her god. Since then she has traveled the land dispensing justice, righting wrongs, and defending the weak. Recently she was lost in a sandstorm and felt led to an underground complex.

Race = human
Str 18=15+2(race)+1(4th level)+2(item)
Dex 13
Con 14
Int 10
Wis 12
Cha 18=15+1(8th level) +2 (item)
Hit points = 80 (10+10+7+6+5+4+4+2)(+16con)(+8fcb)(+8feat)
Feats fey foundling (1st), weapon focus (human bonus) power attack(3rd) toughness (5th) shield focus (7th)
Traits: Magical knack, Birthmark

Skills diplomacy +14 (8 ranks), sense motive +12 (8 ranks), religion +7 (4 ranks), ride +6 (2 ranks) perception +3 (2 ranks)
Background skills handle animal +14 (8 ranks), nobility +11 (8 ranks)

Equipment (33,000 starting, 32035 spent, 965 remaining)
Full plate, restful +2 (10000)
Shield, heavy steel +2 (4020)
Ring of protection +1 (2000)
Amulet of natural armor +1 (2000)
Headband of charisma +2 (4000)
Belt of giant strength +2 (4000)
Cloak of resistance +2 (4000)
Long sword +1 (2015)

As far as equipment goes I don’t have my hart set on anything and my build doesn’t require items to function. I still have some gold left for incidentals