Belsarious II's page

625 posts. Alias of Freddy Honeycutt.

Full Name





Witch 5 / Ranger 1/ Eldritch Knight 5




M height 5'7 weight 110



Special Abilities





Gozreh (pronounced GOHZ-ray) is a dualistic god of nature


Elven, common, Celstial, Sylvan, Goblin, Infernal



Strength 10
Dexterity 18
Constitution 11
Intelligence 20
Wisdom 10
Charisma 9

About Belsarious II

Post file


Round 1, Initiative 15 , Altitude 150' Passenger
AC =
HP =




+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

[dice] 1d20+6 [/dice]

[dice] 1d20+14[/dice]

BAB +5
Immune to sleep, +2 versus enchantment

Hero Points

Potion of fiery breath
12 doses
Must make a DC 14 fort save
damage [dice]4d8[dice] sucess
damage [dice]2d8[dice] to self and [dice]2d8[dice] to enemy -failed save

Current Magic spells and hexes


spells memorized
Orisons 1. Detect magic 2. Light 3.Spark 4. Mending
1st 1. Command 2. Obscuring mist 3. shield of faith 4. Identify
2nd 1. Enthrall 2. Glitterdust 3. glitterdust 4. Status
3rd 1. Dispel magic 2. Call the void 3. Stinking Cloud
4th 1. Black Tentacles 2. Cape of wasps
5th 1. Teleport

Hexes Will save DC 20
1- Evil Eye
2- Slumber
3- Cackle
4- Flight



Favored Enemy (Ex)
Humanoid (human)

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Witch (favored class)


BAB+2 Fort+1 Reflex+1 Will+4
4 Orisons, 3 first level spells, 2 second, 1 third
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Eldritch Knight


+1 BAB, +1 fort
bonus combat feat.....
Elven Accuracy (Combat)
Your sharp eyesight makes difficult shots easier.
Prerequisite: Elf.
Benefit: If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit.



Elven Curve Blade (+2) adamantine
Attack [dice] 1d20+12[dice]
Attack against favored enemy [dice] 1d20+12[dice]

Damage [dice]1d10+3[dice]
Damage against favored enemy [dice] 1d10+5[/dice]
Critical 18–20/x2
— 7 lbs. S

Chaotic Puncturing (bleed)Club
attack [dice] 1d20+12[/dice]
Damage [dice] 1d6+2[/dice]
evocation component to its magic

Longbow (+1) 2,000 gold
attack [dice] 1d20+10 [dice]
Attack against favored enemy [dice] 1d20+11[dice]
Damage [dice] 1d8 [dice]
Damage against favored enemy [dice] 1d8+2[/dice]

Deadly Aim with Longbow
Attack [dice] 1d20+9 [dice]
Attack against favored enemy [dice] 1d20+10[dice]
Damage [dice] 1d8+2 [dice]
Damage against favored enemy [dice] 1d8+4[/dice]

Rapid shot
attack [dice] 1d20+8 [dice]
Damage [dice] 1d8 [dice]

attack [dice] 1d20+8 [dice]
Damage [dice] 1d8 [dice]



Hit points 60
10 for eldritch knight
10 for ranger level 1
D6's as rolled +1 favored class

Armor Class
10 +4 dex, +4 armor, + 1 natural, +1 deflection
Mithral Shirt (armor as chain shirt +4) +2
Aura no aura (nonmagical); CL —
Slot armor; Price 1,100 gp; Weight 10 lbs.
This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.

Aura faint illusion; CL 5th;

This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally.

Craft Magic Arms and Armor, invisibility, silence; Price +3,750 gp.



Appraise +4 (intelligence check)
Bluff -1
*Climb 5 (+2 ranks +3 class)
*Craft Bowmaking +8 (+4 int, +3 class, +1 rank)
Craft (tattoo) 5 ranks
Diplomacy -1
Disguise -1
Escape artist +2
*Fly +11 (+4 dex, +4 ranks, +3 class)
*Handle Animal +5 (Cha-1,+3 rank, +3 class)
*Heal +0
*Intimidate -1
*Knowledge (arcana) 9 (+2 rank, +4 Int, +3 class)
*Knowledge (dungeoneering)8 (+1 rank, +4 Int, +3 class)
*Knowledge (geography)8 (+1 rank, +4 Int, +3 class)
*Knowledge (history) 8 (+1 rank, +4 Int, +3 class)
Knowledge (local) [The Great Trackless Woods] (+6 bonus, +4 Int)
*Knowledge (nature) 9 (+2 rank, +4 Int, +3 class)
*Knowledge (planes) 9 (+2 rank, +4 Int, +3 class)
*Linguistics 8 (+4 Int, +3 class, +1 rank)
*Perception +15* (0 Wis, + 2 familiar, +3 class, +8 ranks, +2 race)
*Ride 9 (+5 rank, +2 dex, -1 Armor, +3 class)
*Spellcraft 13 (+6 rank, +4 Int, +3 class)
*Sense motive +7* (+2 ranks, 0 Wis, + 2 familiar, +3 class)
*Stealth +24 (+4 dex, +7 ranks, +3 class) (+5 cloak elven +5 shadow armor)
*Survival +10 (+7 ranks, +3 class)
*Swim +4 (+4 racial flight hex)
*Use Magic Device +7 (+6 rank, -2 CHA, +3 class)
*Alertness feat based on proximity of familiar......



1. Extra Hex
2. Weapon finesse (Elven curve blade)
3. Deadly Aim
4. Elven accuracy (bonus)
5. Extra hex
6. Rapid shot
7. Inscribe magical tattoo



Starting wealth is 20,000gp. All items must come out of this balance. You may spend no more than 5,000 gold on any one item. If something is on the cusp, but it's super cool, check with me and we'll see about making it happen.

Manacles, mithral 1000 gold
Source Adventurer's Armory 7
These bindings are more difficult to break than standard bindings and are particularly useful against lycanthropes. They have hardness 15, 30 hit points, and a break DC of 30.
Lock 150 gold
The DC to open a lock with the Disable Device skill depends on the lock's quality: superior (DC 40).

Adventurers sash
flint & steel
sack, empty
Arrows (common) 80
Arrows grappling 2
Arrows Cold Iron 20 (2 gold)
Arrows Silver, Alchemical 20 (3 gold)
Arrows, Adamantium 4 (240 gold)
Arrows, Bane (Monsterous Humanoids) 2 (264 gold)
Arrows, Bane (Fey) 2 (264 gold)
Arrows, Bane (Magical Beasts) 2 (264 gold)
Pilum 10
Back up longbow
back up elven curve blade +1
elven curve blade
Spell component pouch
Rope silk 15'
winter blanket
Wandermeal (100)servings
weapon cords (2)
Holy Symbol, wooden (2)



Forlorn (Elf)
Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. Benefit: You gain a +1 trait bonus on Fortitude saving throws.

Magical Knack
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.



Greensting Scorpion
The scorpion the size of a house cat scrabbles forward,
small but fierce claws raised in challenge, stingered tail arched
over its back.

Greensting Scorpion
CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
AC 21 touch 16, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 4
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
Speed 50 ft.
Melee 2 claws +3 (1d2-4 plus grab), sting +6 (1d2-4 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2-4)
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB -6 (-2 grapple); CMD 7 (19 vs. trip)
Skills Climb -1, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds;
effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.
A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Spells the familiar "knows"

0-Level Spells—bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.

1st level spells
1. Command
2. Enlarge Person
3. Sleep
4. Beguiling gift
5. Identify
6. Mount
7. Obscuring mist

2nd level spells
1. Blindness/Deafness
2.Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
3.Daze Monster: Living creature of 6 HD or less loses its next action.
4.Delay Poison: Stops poison from harming target for 1 hour/level.
5. Enthrall: Captivates all within 100 ft. + 10 ft./level.
6.Glitterdust: Blinds creatures, outlines invisible creatures.
7. Hold Person: Paralyzes one humanoid for 1 round/level.
Scare: Frightens creatures of less than 6 HD.
See Invisibility: Reveals invisible creatures or objects.
Status: Monitors condition, position of allies.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Vomit Swarm: Produces a spider swarm that fights for you.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

3rd-Level Witch Spells
Arcane Sight: Magical auras become visible to you.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Call the Void:
Dispel Magic: Cancels one magical spell or effect.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Lightning Bolt: Electricity deals 1d6/level damage.
Locate Object: Senses direction toward object (specific or type).
Ray of Exhaustion: Ray makes subject exhausted.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Screech: Foes provoke attacks of opportunity.
Sleet Storm: Hampers vision and movement.
Speak with Dead: Corpse answers one question/two levels.
Stinking Cloud: Nauseating vapors, 1 round/level.
Suggestion: Compels a subject to follow stated course of action.
Tongues: Speak and understand any language.
Twilight Knife: Floating knife attacks with you.

4th level spells:
Black Tentacles
Cape of wasps
Hellmouth lash

5th level spells:
Baleful Polymorph



Gozreh (pronounced GOHZ-ray)[1] is a dualistic god of nature, a god of the storm and sky and also a goddess of the wave and surf. Born of the ocean's fury and the wind's wrath...

Wisdom: 2nd—shield of faith, 4th—owl’s wisdom, 6th— magic vestment, 8th—globe of invulnerability (lesser), 10th— dream, 12th—globe of invulnerability (greater), 14th—spell turning, 16th—protection from spells, 18th—mage’s disjunction.



Boots of the Winterlands
Aura faint abjuration and transmutation; CL 5th
Slot feet; Price 2,500 gp; Weight 1 lb.
This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. Second, the boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell.

Cloak of Elvenkind
Aura faint illusion; CL 3rd
Slot shoulders; Price 2,500 gp; Weight 1 lb.
When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.

Amulet of Natural Armor
Aura faint transmutation; CL 5th
Slot neck; Price 2,000 gp (+1)—
This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.

Efficient Quiver
Aura moderate conjuration; CL 9th
Slot —; Price 1,800 gp; Weight 2 lbs.
This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.

Wand Cure Moderate Wounds [dice] 2d8+3[/dice]

Potion of lesser restoration *2

Ring of Protection
Aura faint abjuration; CL 5th
Slot ring; Price 2,000 gp (+1);Weight —
This ring offers continual magical protection in the form of a deflection bonus of +1 to AC.
10 Javelins, 8 Pilums and 4 spears (all in efficient quiver)
This tip of this heavy javelin is designed to break off and embed itself into a shield once it reaches its target.
-Benefit: Like ammunition, a thrown pilum that hits its target is destroyed. If you hit an shield-using opponent with a pilum, he loses the AC bonus from that shield until he takes a standard action to pry out the remnants of the pilum.
-Source Adventurer's Armory

Locket opening
inside Hieghtened continual flame spell....
Heightened to 5th level, to counter darkness/deeper

Special arrows (total)
(20) Puncturing arrows/woodpecker fletching: do regular plus 1 point Con and 1d4 bleed damage per round (roll 1d4 per round)
(17) Razortusk Arrows/redwing blackbird fletching: normal damage, but ignore armor bonuses to AC
(49) Masterwork Arrows/sparrow fletching: usual mwk bonuses apply
(10) Backbarb Arrows/cedar waxwing fletching: normal damage plus 1 point Str damage and 1d4 tearing damage per round (roll per round), plus attempted removal of the arrow does 2d6 damage
(9) Flamestrike Arrows/cardinal fletching: do normal damage plus 3d6 fire damage to a 20ft. radius.
(6) smoke arrows



Raised in a small woodland community of elves. Belsarious was following in the path of his father as a ranger, however the settlement was attacked by humans, killing most of the elves and scattering a few survivors. (forlorn trait and human favored enemy) Afterwards Belsarious wandered the forests and swamps was eventually taken in by a coven of hags as an adopted son, they were surprised in the development of witch powers and the patron that answered the call of the young elf (magical knack trait)....

Eventually the coven forbade him from joining their own coven or a competing coven due to his race and gender. The coven feared the potential long range plans an elf could lay as part of any coven. He left the coven and has traveled the path of the warrior-mystic.(towards Eldritch Knight).

Surprisingly although he began his life as a ranger, with his father's bow and curved blade, he excelled in the arts of magic and has had numerous adventures since leaving the coven. This has all occured before he would have reached adult-hood in his former home the peaceful Elven community.

The About The Explored Land:


The Ocean and the Northwestern Shores - Though the dwarves of Van-Monnen lay claim to this area that butts up against the White Dragonhold, in truth it is mostly a wasteland of arctic tundra, broken up in the south by only the hardiest of conifers and grasses. Moss clings to the occasional outcropping of bare rock. This is a most inhospitable land, filled with dangers, lacking in resources, and largely unexplored.

The White Dragonhold - just as its name would imply, this area of The Land is inhabited, patrolled, and governed -- such as it is -- by white dragons. Also largely unexplored. Stretches all the way across the top of the world.

Van-Monnen and Van-Duriss (aka The Forgelands) - Home to the greatest kingdom of dwarves in the Explored Land, the Forgelands have the twin distinctions of being simultaneously one of its most resource-rich regions, and one of its most dangerous regions. Dragons from the white dragonhold regularly make incursions south for fresh meat and treasure, raiding merchant caravans, and the White Cliffs that line the shore are said to hold unspeakable secrets.

[Unclaimed Lands] - In the space between, surrounded by The Forgelands on the west, Iridian to the south, the Frost Kingdom to the east and the White Dragonhold to the north, are many old structures from civilizations past; giant walls, crumbled castles, ruined roads, shrines to gods long forgotten and some to gods still worshipped today. This area has insufficient resources for anyone to attempt to claim it and keep it, and is mentioned in conujunction with enough rumours of undead and fey monsters to keep most of the curious away.

Allemagh - A matriarchal barbarian kingdom composed of smaller fiefdoms, said by dwarves to contain tremendous pockets of unmined natural resources, left untouched due to the sheer inhospitableness of both the land and its people.

Warbane - (Protected by Van-Seletharius, Great Wyrm Silver Dragon) - The city of Warbane is home to the greatest fighters known anywhere. Living, as they do, in range of the dangerous Forgelands and the perilous White Cliffs therein, the Warbanians have developed an economy that relies heavily on mercenary trade, in that soldiers from Warbane, in the employ of various kings, cities, merchants, etc. will regularly send money back to their homeland to assist in its upkeep and the training of children in the ways of war. Most warbanians are very large and muscular; near the maximum size for a human, often towering over half-orcs.

Stormfare - (Protected by Van-Galazzan, Great Wyrm Brass Dragon) - As mighty as Warbane is, so Stormfare is intellectual. Built on steep hills and constantly under rain or threat of rain, the denizens of Stormfare are used to being indoors a great deal, and developed the greatest University in The Land essentially just to have something to do. Generally a cozy, avuncular, and pleasant place to be. Not surprisingly, the baristas of Stormfare are said to brew the best Coffee and Klah anywhere in the land, a fact the halflings of H'arun, in the Desert of Lop, dispute.

The Frost Kingdom - Another of the less pleasant places in The Land, this area is peopled by Giants, Golems, and dire beasts of all sorts. Interestingly, certain of the tribes of giants and ogres greatly value textiles and gems from the south, giving those merchants brave enough, or rich enough to hire powerful guards able to make mountains of money by trading silk and southern gems for rare and exotic jewels and furs from the north.

The Great Trackless Woods - Very little is known of this giant, ancient forest. There are a few rugged outposts of miners and frontiersmen scattered here and there, mostly in the south, but the primeval forces that are the true denizens of the woods keep any real civilization at bay.

The Western Coast - Generally a sunny, arid, peaceful place, the coastline is home to excellent farm country, great healing magic, and many quiet towns.

Iridian - A cursed land, often referred to as a "cancer" or "blight" on The Land. The last king of Iridian went insane and was killed in an uprising by his own army. Since then, Iridian has remained leaderless and empty. Iridian began its life as "Shelyn's Jewel," according to some sagas and histories, but little remains in the way of actual, physical evidence to lend any credence to this tale.

Plains of Bennalad - The greatest farmland in The Land, its breadbasket. Peopled entirely by farmers or similar, and protected mostly by monks.

Protectorate of The Lake - Home to Izmir, the city of light and knowledge, beloved of and consecrated to The Inheritor, Iomedae, and home to a mighty force of her Paladins. Izmir has a great library and university, centers of medicine, and is an orderly, clean, lawful place. Just less than a day's journey north is Varna, which is as debauched and rowdy as Izmir is calm and orderly. Varna is home to many people, mostly halflings and dwarves, and is the last known residence of the great brewmaster Erasj (pronounced like "mirage" without the "m"), who is half-mad, but is the last man alive who knows the secrets of brewing Ki Ale, which enhances the powers of monks and other Ki-using physical prodigies.

The Despair of Vestrille - Swampy land north of Rass-La, said to be on top of a great nexus of ley lines, which would certainly explain the immense power radiating from the swamps and trees and the very earth itself. Home to all sorts of undead. It is said just walking in the swamps of the Despair will cause one to enter a terrible melancholy, with some adventurers supposedly becoming so depressed they simply walk into the marshes and vanish.

The Old Woods of Grozcne - Said by some to be an outcropping of the Great Trackless Woods, but by others to be the last of the original forests of the world, and actually older than the Great Trackless Woods, the Old Woods are filled with wild fey, strangely animated plants, and many powerful woodland creatures.

Hallas - A lush and green woodland/farmland. Little industry or trade, mostly subsistence farmers. Generally peopled by gruff, hardy folk. Not heavily populated.

Rass-La - Once the southern half of a grand woodlands kingdom, the desert of Rass-La is now a sun-baked wasteland. It was created some 2,500 years ago in what has come to be called The Sundering; when the goddess Sarenrae, at the behest of an Enhathladi battle-queen named Luaera, took her flaming scimitar and carved a scar into the world for reasons no one knows.

Enhathlad - Enhathlad is a wind-blasted prairie/steppes region, sparsely populated by taciturn, nomadic, and curiously nonmagical elves. These elves are both revered and reviled for making the most brutally effective weapons in The Land, including things like armor-piercing and explosive arrows, and blades of black steel that are bound to a swordmaster's life force and lend the weapon strange powers.

Goreme - Home to farmers and monks, and an area in which some of the finest horses and other domesticated animals are bred.

Desert of Lop - A dangerous and large desert whose name in the local tongue means "You go in, but you do not come out again." The city of H'arun is the pride of Lop, a waystation for merchants taking the trade route from Katapesh north to the Frost Kingdom, or returning from same.

Tuatha - Lush and glorious woodlands, peopled by strongly magical elves, an ancient and proud kingdom.

Katapesh - This area is comprised of desert and jungle, and is home to a healthy trade center; the capital city that shares its name. Everything from legitimate goods to slaves to illicit substances pass through the ports and trade routes of this land.

The Old Land - Filled with strange plants and creatures from out of time and dotted with ruins of ancient cultures long-dead, The Old Land is a constant destination for adventurers and explorers. Its most curious feature, from which it takes its nickname, is the large quantity of criss-crossing roads, all in terrible disrepair and most ending abruptly, for no apparent reason, in the middle of a field, or at a lake, or a mountain.

The Empire of Mists - Despite a healthy and active trade relationship with the rest of The Land, little is known about the Empire of Mists.

Tiria - By far the most successful, wealthy, and populated area of The Land, Tiria is home to the walled city of Lesotho, beloved of Abadar and home to his greatest Paladins, which is also a Draconic Protectorate looked over by the great and ancient silver dragon Na-Selene, famed for her tactical mind as well as her thirst for knowledge. Like Stormfare and Izmir, Lesotho also houses a great university.

Tiria is also home to the oldest, largest city and port in the land; Mamban. Divided into five distinct districts, or "delves," Mamban is the funnel through which most trade is poured, and home to countless mysteries and magics, not least of which are the Center City, the Shadowborn, the Lost Fountain, and Old Ness' Bar on the wharf.

in the desert plains north of Katapesh, by the highest peak of Mother's Tooth, where they say the Gembasket is. That's where the Steelfang tribe was, and now is no more, not since that thing -- which looked like a plain, metal goblet to the mortal eye, a large one with two handles and unseemly carvings and trim and jewels on it. -- claimed every life. Turned them all to a horrid and stinky yellow goo, which became an impenetrable and deadly and growing swamp that exists there to this day. If ye go there, and ye'd be a FOOL to do so, well, you won't be able to miss it. Anyone can direct you to that peak, and tell 'em you want Slime Swamp.

Inscribe Magical Tattoo (Item Creation)


Prerequisites: Craft (calligraphy, paintings, or tattoos) 5 ranks, caster level 5th.

Benefit: You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (nonmagical tattoos and tattoos acquired from the tattooed sorcerer archetype do not count against this limit). Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.

Magical tattoos are difficult to destroy, though they count as magic items for the purposes of dispel magic. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner.

Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.

Tattoo Magic

Though known to almost any culture that practices ritual tattooing, tattoo magic is most often employed by Varisian spellcasters. Their tattooed sorcerers bind magic into intricate patterns upon their flesh, and even awaken tattoos into sentient art (see tattooed sorcerer archetype). Yet the wonders of tattoo magic are not limited to sorcerers—any spellcaster can craft magical tattoos, given the proper training.

In the city of Stormfare:
Bel met a naked gnomish caster named Fastolph afflicted by chronomancy magic only cured by snowflake tea.

"Oh! So you're the one. Okay then. The first thing you have to understand, is that all lands are one land. We say this phrase, but not everyone understands its true meaning; this land is coterminous with all other wheres and whens. It connects to everything. The secret of chronomancy in this land is not a how, but a where. You must know the location of the Four Pillars, that is the key!"

"The four pillars are places, fixed both in space AND time. We know of two of them; the Uniter's Tower, not far south of here, is one of them. There is a stone structure on the borders of the southern Forgelands and the Land of Broken Roads. We know the other two must be in the north, but have not found them yet. Find them, and you find the key to unlocking the everywhen, and possibly the secrets of dwarf doors such as those Beltz Wellrock made back in his day.

"The geckos? Yes, the geckos. They must go back to Mamban, to the Fountain of The Sunderer, and they must be placed in the trees around the fountain in the correct order."

Stored within the magical tattoo is the spell

Call the Void

School evocation; Level sorcerer/wizard 3, witch 3

Casting Time 1 standard action
Components V, S

Range personal
Target you
Duration 1 round/level (D)
Saving Throw Reflex for half; see text; Spell Resistance yes

This spell surrounds you with an aura of nothingness that channels the mysterious energies of the Dark Tapestry.

Creatures adjacent to you when this spell is cast and at the start of your turn take 2d6 points of damage. In addition, creatures affected by your aura are fatigued, cannot breathe, and cannot speak or cast spells with somatic components. Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the fatigue effect, but cannot breathe or speak regardless of whether their save is successful as long as they are adjacent to you.