About Dandilion Dreamstrucktemporary changes:
AC=29 with shield of faith, and mutagen and shield, paragon surge current wisdom @ 8 Today's Spells:
Alchemist Spells Prepared (CL 2nd; concentration +9): . . 1st— Witch Spells Prepared (CL 14th; concentration +21): . . 6th—greater dispel magic ( . . 5th—hold monster (DC 22), . . 4th— . . 3rd— . . 2nd—blindness/deafness (DC 19), . . 1st—ill omen (2), reduce person (DC 18), shield of faith (3) . . 0 (at will)—detect magic, light, read magic, stabilize Alchemist Formula Book:
(1)ant haul, Bomber's Eye, Comprehend Languages, crafter's fortune, cure light wounds, enlarge person, expeditious retreat, Shield, Keen Senses,targeted bomb admixture, touch of the sea
Witch familiar known spells(Wraith):
(6) dispel magic, greater, eyebite, globe of invulnerability, true seeing, suggestion, mass, unwilling shield, (5) prying eyes, hold monster, damnation stride,magic jar, overland flight, siphon magic, spiritual symbiosis (4) web Cloud (DC 17), vermin shape 2. shadow step, scrying, locate creature, divination, detect scrying, death ward, cape of wasps, (3) bestow curse,clairaudience/clairvoyance, dispel magic, fly, heroism, magic vestments, howling agony, magic vestment, remove curse, share senses, suggestion, remove disease, web shelter, witness (2) blindness/deafness, detect thoughts, frostfall, glide,mad hallucination, see invisibility,spectral hand, summon swarm, vomit swarm, touch of idiocy, web, web shelter (1) air bubble, Bungle, cause fear, command, delusional pride, identify, ill omen, mage armor, obscuring mist, ray of sickening, reduce person, shield of faith, sleep, unseen servant Witch familiar known spells(Malcolm):
(6) dispel magic, greater, true seeing
(5) prying eyes, hold monster, damnation stride, overlando flight, siphon magic (4) web Cloud (DC 17), vermin shape 2. shadow step, death ward (3) bestow curse, dispel magic, fly, howling agony, magic vestment, remove curse, share senses, remove disease, web shelter (2) blindness/deafness, detect thoughts, frostfall, glide,mad hallucination, see invisibility,spectral hand, summon swarm, vomit swarm, touch of idiocy, web, (1) Bungle, cause fear, comprehend languages, command, delusional pride, identify, ill omen, mage armor, obscuring mist, ray of sickening, reduce person, shield of faith, sleep, unseen servant Dandi, level 15:
Dandi
Female Half-Elf Alchemist 2/Ninja 1/Witch 12 (Pathfinder RPG Advanced Player's Guide 26, 65; Pathfinder RPG Ultimate Combat 13) CG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +24 -------------------- Defense -------------------- AC 28, touch 18, flat-footed 24 (+4 armor, +4 shield, +4 Dex, +2 natural, +4 deflection) hp 96 (3d8+12d6+30) Fort +16, Ref +21, Will +13; +2 vs. enchantments, +2 bonus vs. poison Immune sleep, fear; Resist poison resistance -------------------- Offense -------------------- Speed 30 ft. Melee +1 magical beast-bane ghost touch dagger +16/+11 (1d4+2/19-20 plus 2d6 vs. magical beast) and . . . . slam +18 (1d3+10) and . . . . masterwork sickle +16/+11 (1d6+1) and . . . . masterwork silver light mace +16/+11 (1d6+1) Ranged . .. . bomb +17 (1d6+7 Fire) Special Attacks bomb 9/day (1d6+7 fire, DC 18), sneak attack +1d6 Spell-Like Abilities (CL 15th; concentration +17) . . . . At will—feather fall (self only) . . . . 12 minutes/day—fly (self only) . . . . 2/day—Minor Spell Expertise . . . . 1/day—levitate (self only) Alchemist Spells Prepared (CL 2nd; concentration +9): . . . .1st—ant haul (DC 18), shield (2), touch of the sea(DC 18) Witch Spells Prepared (CL 14th; concentration +21): . . . . 6th—greater dispel magic (2), transformation . . . . 5th—hold monster (DC 22), prying eyes, teleport . . . . 4th—detect scrying, vermin shape ii (2), web cloud (DC 21) . . . . 3rd—bestow curse (DC 20), heroism (2), strangling hair, witness(2, DC 20) . . . . 2nd—blindness/deafness (DC 19), see invisibility, spectral hand (2), touch of idiocy, web (DC 19) . . . . 1st—ill omen (2), reduce person (DC 18), shield of faith (3) . . . . 0 (at will)—detect magic, light, read magic, stabilize -------------------- Statistics -------------------- Str 12, Dex 18, Con 14, Int 24, Wis 6, Cha 15 Base Atk +7; CMB +8; CMD 26 Feats Additional Traits, Brew Potion, Extra Hex[APG], Greater Spell Penetration, Improved Familiar, Minor Spell Expertise[APG], Point-Blank Shot, Skill Focus (Craft [alchemy]), Spell Penetration, Throw Anything, Weapon Finesse Traits accelerated drinker, elven reflexes, magical knack, unhappy childhood (tortured) Skills Acrobatics +26, Appraise +15, Bluff +6, Climb +16, Craft (alchemy) +28 (+30 to create alchemical items), Diplomacy +10, Disable Device +15, Disguise +6, Escape Artist +12, Fly +15, Heal +6, Intimidate +6, Knowledge (arcana) +27, Knowledge (dungeoneering) +12, Knowledge (history) +18, Knowledge (local) +16, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +20, Knowledge (religion) +12, Linguistics +29, Perception +24, Perform (dance) +24, Ride +8, Sense Motive +9, Sleight of Hand +12, Spellcraft +24, Stealth +15, Survival +6, Swim +13, Use Magic Device +24; Racial Modifiers +2 Perception Languages Abyssal, Aklo, Azlanti, Celestial, Common, D'ziriak, Daemonic, Draconic, Dwarven, Elven, Gnome, Hallit, Infernal, Jistka, Kelish, Necril, Orc, Osiriani, Polyglot, Shoanti, Terran, Thassilonian, Thriae, Varisian SQ human witch, half-elf witch, alchemy, discoveries (precise bombs), elf blood, mutagen, poison use, fast poisoning, hexes (cackle, cauldron, evil eye, flight, healing, prehensile hair, retribution), patron spells (wisdom) Combat Gear extend metamagic rod (lesser), mutagen, necklace of netted stars, pearl of power (3rd level), staff of evocation, wand of magic missile, wand of prestidigitation (50 charges); Other Gear +1 magical beast-bane ghost touch dagger, masterwork sickle, masterwork silver light mace, bracers of armor +4, cloak of resistance +3, headband of vast intelligence +6, backpack, backpack, masterwork, thieves' tools, 148 gp -------------------- Special Abilities -------------------- +1 Witch's Familiar's Spells Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells. +7 Witch's Familiar's Spells Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells. Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand. Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 1d6+7 (9/day, DC 18) (Su) Thrown Splash Weapon deals 1d6+7 fire damage. Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Evil Eye -4 (10 round(s, DC 23), DC 23) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower. Construction
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Dandi, level 14:
Dandi Female Half-Elf Alchemist 2/Witch 12(Spider Queen) CG Medium humanoid (elf, human) Init +4; Senses low-light vision; Perception +20 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 89 (2d8+12d6+28) Fort +12, Ref +13, Will +10; +2 vs. enchantments, +2 bonus vs. poison Immune sleep; Resist poison resistance --------------------
Speed 30 ft. Melee
Ranged bomb +11 (1d6+7 Fire) Special Attacks bomb 9/day (1d6+7 fire, DC 18) Spell-Like Abilities (CL 14th; concentration +16)
Alchemist Spells Prepared (CL 2nd; concentration +9):
Witch Spells Prepared (CL 14th; concentration +21):
--------------------
Base Atk +7; CMB +8; CMD 20 Feats Additional Traits, Brew Potion, Extra Hex, Greater Spell Penetration, Improved Familiar, Point-Blank Shot, Skill Focus (Craft [alchemy]), Spell Penetration, Throw Anything, Weapon Finesse Traits accelerated drinker, elven reflexes, magical knack, unhappy childhood (tortured) Skills Acrobatics +16, Appraise +11, Climb +8, Craft (alchemy) +23 (+25 to create alchemical items), Diplomacy +3, Disable Device +8, Fly +8, Heal +3, Knowledge (arcana) +22, Knowledge (dungeoneering) +8, Knowledge (history) +14, Knowledge (local) +8, Knowledge (nature) +11, Knowledge (planes) +16, Knowledge (religion) +8, Linguistics +21, Perception +20, Perform (dance) +16, Sense Motive +3, Sleight of Hand +6, Spellcraft +19, Stealth +5, Survival +3, Swim +6, Use Magic Device +19; Racial Modifiers +2 Perception, alchemy Languages Abyssal, Aklo, Azlanti, Celestial, Common, D'ziriak, Daemonic, Draconic, Dwarven, Elven, Gnome, Hallit, Infernal, Kelish, Necril, Orc, Osiriani, Polyglot, Shoanti, Terran, Thassilonian, Thriae, Varisian SQ discoveries (precise bombs), human witch, half-elf witch, elf blood, mutagen, poison use, fast poisoning, hexes (cackle, cauldron, evil eye, flight, healing, prehensile hair, retribution), patron spells (wisdom) Combat Gear extend metamagic rod (lesser), mutagen, necklace of netted stars, pearl of power (3rd level), wand of magic missile, wand of prestidigitation (50 charges); Other Gear +1 magical beast-bane ghost touch dagger, masterwork sickle, masterwork silver light mace, bracers of armor +4, cloak of resistance +3, headband of vast intelligence +6, backpack, backpack, masterwork, thieves' tools, 148 gp --------------------
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower. Construction
-------------------- Arcane Familiar:
Spider, Scarlet N Tiny magical beast (vermin) Init +5; Senses darkvision 60 ft.; Perception +16 -------------------- Defense -------------------- AC 25, touch 18, flat-footed 19 (+5 Dex, +2 size, +7 natural, +1 dodge) hp 44 (1d8) Fort +7, Ref +12, Will +8 Immune mind-affecting effects; SR 17 -------------------- Offense -------------------- Speed 30 ft. Melee bite +14 (1d3-4 plus poison) Space 2.5 ft.; Reach 0 ft. Special Attacks poison -------------------- Statistics -------------------- Str 3, Dex 21, Con 10, Int 11, Wis 10, Cha 2 Base Atk +7; CMB +10; CMD 17 (29 vs. trip) Feats Dodge, Weapon Finesse Skills Acrobatics +27, Appraise +1, Climb +17, Diplomacy -3, Disable Device +6, Fly +12, Heal +1, Linguistics +14, Perception +16, Sense Motive +2, Sleight of Hand +6, Spellcraft +9, Stealth +20, Survival +1, Swim +6, Use Magic Device +10; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth SQ improved evasion -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Poison: Bite-injury (DC 10) (Ex) Bite—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1 Str; cure 1 save. Spell Resistance (17) You have Spell Resistance. Dandi, 13:
Female Half-Elf Alchemist 2/Spider Queen 11 (Witch) CG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +18 -------------------- Defense -------------------- AC 26, touch 16, flat-footed 22 (+4 armor, +4 shield, +4 Dex, +2 natural, +2 deflection) hp 83 (2d8+11d6+26) Fort +11, Ref +14, Will +8; +2 vs. enchantments, +2 bonus vs. poison Immune magic sleep; Resist elven immunities, poison resistance -------------------- Offense -------------------- Speed 30 ft. Melee +1 bane (magical beast), ghost touch dagger +9/+4 (1d4+2/19-20/×2+2d6 vs. magical beast) and . . . . masterwork sickle +9/+4 (1d6+1/×2) and . . . . masterwork silver light mace +9/+4 (1d6+1/×2) . . . . prehensile hair +6/+1 (1d3+3) Ranged . . . . bomb +10/+5 (1d6+7 Fire/×2) Special Attacks bomb Spell-Like Abilities . . At will—feather fall (self only) (DC 13) . . 11 minutes/day—fly (self only) . . 1/day—levitate (self only) --------------------
Languages Abyssal, Aklo, Azlanti, Celestial, Common, D'ziriak, Daemonic, Draconic, Elven, Gnome, Hallit, Infernal, Kelish, Necril, Orc, Osiriani, Polyglot, Shoanti, Terran, Thassilonian, Thriae, Varisian
Wraith:
Arcane Familiar
Spider, Scarlet N Tiny magical beast (vermin) Init +5; Senses darkvision 60 ft.; Perception +15 -------------------- Defense -------------------- AC 25, touch 18, flat-footed 19 (+5 Dex, +2 size, +7 natural, +1 dodge) hp 41 (1d8) Fort +6, Ref +11, Will +7 Immune mind-affecting effects; SR 16 -------------------- Offense -------------------- Speed 30 ft. Melee bite +13 (1d3-4/×2 plus poison) Space 2.5 ft.; Reach 0 ft. Special Attacks poison -------------------- Statistics -------------------- Str 3, Dex 21, Con 10, Int 11, Wis 10, Cha 2 Base Atk +6; CMB +9; CMD 16 (28 vs. trip) Feats Dodge, Weapon Finesse Skills Acrobatics +26, Appraise +1, Climb +17, Diplomacy -3, Disable Device +6, Fly +12, Heal +1, Linguistics +13, Perception +15, Sense Motive +2, Sleight of Hand +6, Spellcraft +8, Stealth +20, Survival +1, Swim +6, Use Magic Device +8; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth SQ improved evasion -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Poison: Bite-injury (DC 10) (Ex) Bite—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1 Str; cure 1 save. Spell Resistance (16) You have Spell Resistance. Wraith-old:
Wraith Female Spider, Dream N Tiny magical beast (vermin) Init +5; Senses darkvision 60 ft.; Perception +13 -------------------- Defense -------------------- AC 24, touch 18, flat-footed 18 (+5 Dex, +2 size, +6 natural, +1 dodge) hp 38 (1d8) Fort +6, Ref +11, Will +7 Immune mind-affecting effects -------------------- Offense -------------------- Speed 30 ft. Melee bite +13 (1d3-4/×2 plus poison) Space 2.5 ft.; Reach 0 ft. Special Attacks poison -------------------- Statistics -------------------- Str 3, Dex 21, Con 10, Int 11, Wis 10, Cha 2 Base Atk +6; CMB +9; CMD 16 (28 vs. trip) Feats Dodge, Weapon Finesse Skills Acrobatics +25, Appraise +1, Bluff -3, Climb +14, Diplomacy -3, Disable Device +6, Fly +10, Heal +2, Intimidate -3, Linguistics +12, Perception +13, Sense Motive +1, Sleight of Hand +6, Spellcraft +9, Stealth +21, Survival +1, Swim +6, Use Magic Device +7; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth SQ improved evasion -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Poison: Bite-injury (DC 10) (Ex) Bite—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1 Str; cure 1 save. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Dandi-level 12:
Dandelion Dreamstruck
Female Half-Elf Alchemist 2/Witch 10 CG Medium humanoid (elf, human) Init +4; Senses low-light vision; Perception +13 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 77 (2d8+10d6+24) Fort +13, Ref +14, Will +11; +2 vs. enchantments, +2 bonus vs. poison Immune magic sleep; Resist elven immunities, poison resistance -------------------- Offense -------------------- Speed 30 ft. Melee: . . . .+1 bane (magic beast), ghost touch dagger +11/+6 (1d4+2/19-20/×2+2d6 vs. magic beast) and . . . . dagger +10/+5 (1d4+1/19-20/×2) and . . . . dagger +10/+5 (1d4+1/19-20/×2) and . . . . Hair (presensile) +10 (1d3+3/×2) and . . . . masterwork sickle +11/+6 (1d6+1/×2) and . . . . masterwork silver light mace +11/+6 (1d6+1/×2) and . . . . sap +6/+1 (1d6+1/×2) Ranged: . . . . bomb +12/+7 (1d6+7 Fire/×2) and . . . . sling +11/+6 (1d4+2/×2) Special Attacks bomb, hexes (cackle, evil eye [dc 22], flight, healing, prehensile hair, retribution [dc 22]) Spell-Like Abilities . . At will—feather fall (self only) (DC 13) . . 10 minutes/day—fly (self only) . . 1/day—levitate (self only) Alchemist Spells Prepared (CL 2nd; concentration +9): 1st (4/day)—ant haul (DC 18), shield, expeditious retreat, cure light wounds Witch Spells Prepared (CL 12th; concentration +19): 5th (3/day)—prying eyes, siphon magic (x2) 4th (4/day)—death ward, vermin shape ii (x2), web cloud (DC 21) 3rd (5/day)—dispel magic (x2), remove curse, heroism, fly 2nd (6/day)—owl's wisdom (x2), spectral hand, web (x2) (DC 19), web shelter 1st (6/day)—reduce person (x2) (DC 18), shield of faith (x4) 0 (at will)—detect magic, read magic, guidance, message -------------------- Statistics -------------------- Str 12, Dex 14, Con 14, Int 24, Wis 8, Cha 15 Base Atk +6; CMB +9; CMD 19 Feats Additional Traits, Brew Potion, Extra Hex, Improved Familiar, Point-Blank Shot, Skill Focus (Craft (alchemy)), Spell Penetration, Throw Anything, Weapon Finesse Traits accelerated drinker, elven reflexes, magical knack, unhappy childhood (tortured) Skills Acrobatics +16, Appraise +13, Bluff +5, Climb +7, Craft (alchemy) +28 (+30 to create alchemical items), Diplomacy +5, Disable Device +10, Disguise +4, Escape Artist +4, Fly +8, Heal +6, Intimidate +8, Knowledge (arcana) +23, Knowledge (history) +16, Knowledge (nature) +13, Knowledge (planes) +17, Linguistics +21, Perception +13, Perform (dance) +16, Ride +4, Sense Motive +4, Sleight of Hand +8, Spellcraft +21, Stealth +8, Survival +5, Swim +8, Use Magic Device +18; Racial Modifiers +2 Perception, alchemy Languages Abyssal, Aklo, Azlanti, Common, D'ziriak, Draconic, Elven, Gnome, Hallit, Infernal, Kelish, Necril, Orc, Osiriani, Polyglot, Shoanti, Terran, Thassilonian, Varisian SQ half-elf witch, bane, discoveries (precise bombs), elf blood, ghost touch, half-elf alchemist, mutagen, poison use, fast poisoning, patron spells (wisdom) Combat Gear Extend metamagic rod (lesser) (3/day), Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Pearl of power (3rd level) (1/day), Potion of cure light wounds (2), Potion of reduce person, Acid (2), Acid (2), Alchemist's fire, Alchemist's fire (2), Antiplague, Caltrops; Other Gear +1 Bane (magic beast), Ghost touch Dagger, Dagger, Dagger, Masterwork Sickle, Masterwork Silver Light mace, Sap, Sling, Sling bullets (10), Bracers of armor +4, Cloak of resistance +3, Headband of vast intelligence +6 (Acrobatics, Ling, Perform: Dance), Wand of magic missile(41/50), 3 strands of Hue Threads, 1 pre-crushed and in pil, Adventurer's sash (empty), Alchemy crafting kit, Backpack (1 @ 5 lbs), Backpack, masterwork (10 @ 18 lbs), Bedroll, Blanket, Cage, tiny, Crowbar, Entertainer's outfit, Iron spike, Poison pill ring, Powder, Silk rope, Thieves' tools, Vial, 44 PP, 2 GP, 2 SP, 4 CP -------------------- Special Abilities -------------------- +8 Witch's Familiar's Spells Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells. Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand. Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bane (magic beast) +2 & +2d6 damage vs chosen type Bomb 1d6+7 (9/day) (DC 18) (Su) Thrown Splash Weapon deals 1d6+7 fire damage. Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Evil Eye -4 (10 round(s)) (DC 22) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower. Construction
Languages:
Aklo, Common, Elven, Shoanti, Varisian Terran *D’ziriak – shadowy plane insectoid humans.
background:
There are rules and regulations for everything in this town, and most people even follow them, at least when dealing with people that matter. But there are others too, folks that don't matter -the kids that grow wild. They slip through the cracks in the street and get scattered in the eddies of crime that happen in the shadows. Oh there are rules for dealing with them as well; do whatever you want, to whichever you want, just don't get caught.
Dandelion knew the rules as well as anyone. She has a faint scar along one cheek from a man that knew just how far the rules went to protect the likes of her. Not at all. Gaedrum Lamm had left her for dead, just another street trash thrown out when she raised a stink about his next enterprise. But she'd broken the rules, she hadn't died. And someone else had broken them as well; for she had a vague foggy memory of someone moving her from the piles of filth where Lamm had left her, to the abandoned building not far away. When she woke some days later, there was no sign of the actual person, but there was a jug of fresh water, a loaf of not too far gone bread, and a knife. She didn't know who her benefactor had been, but she too knew the rules; and some day, she'd pay both the mysterious stranger and Gaedrum Lamm back for all they'd done for her. ************** Tall and thin, Dandilion grew like a weed a couple of years ago, sprouting up to 5'7" while putting on only the weight needed for the willowy bone structure she'd inherited from...well, she wasn't really sure just which parent had graced her with their elven blood; for as far as she knows, she's never met either of them. As near as she can tell she is 20 or thereabout, though it could be as old as 23 or as young as 18. The memory is hazy and record keeping lazy when you're guardians are the drunks and the rats of the gutter and your school is all the parts of town the normal folk try to pretend don't exist. Normally she's quick and graceful, though sometimes not entirely aware of her place in the space around her, but with reflexes quick enough to respond to just about anything. If Gaedran Lamm hadn't had his enforcers with him, she probably could have jumped free without a scratch instead of left for dead in a hip high pile of trash and filth. Or if she'd read the situation better. But he did and she didn't, and the rest, as they say, is history. The long red line along one cheek is fainter than it was a week or two ago, and it bothers her less now, though she can still feel the stares of strangers when they see it. Most of the time, she makes sure that they don't, keeping her head down and her too-bright, too-big, blue eyes down. There isn't much to be done about the ears, though, other than tape and cover with hair and hat. Most of the time, when she dresses right, she can pass for a human teenager, out for a lark. But inside, she knows that's not quite the case, not quite right, and has all her life. The Card:
During a break while you're alone at the table, a small girl with red hair, a dirty face and wide pretty eyes walks up and hands you a harrow card. She curtsies and walks back into the crowd.
As you examine the card the bard dances by and throws you off for a second as he almost seems to be playing just for you... just for a moment. The card is the Dancer. On the back is a short note, I know what Gaedren has done to you. He has wronged me as well. I know where he resides, yet I cannot strike him. Maybe you can. Come to my home at 3 Lancet street at midnight. Others like you will be there. Gaedren must face his fate, and justice must be done. |