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Contributor. Goblin Squad Member. RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter. Organized Play Member. 300 posts (310 including aliases). No reviews. No lists. No wishlists. 10 Organized Play characters. 1 alias.



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Hi,

I'd like to cancel my Pathfinder comics and tales subscriptions.

I can get the comics in digital format faster and cheaper, and my book backlog has become a mountain. :)

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Fellforge Chapel
==========
Fellforge is a labyrinth of caverns in Fellstrok that houses a multitude of forges where lesser races toil for their duergar taskmasters. The duergar have only recently reoccupied Fellstrok, an old dwarven ruin in Nar-Voth that lies deep beneath the badlands of Belkzen. Fellforge fuels much of the war effort to secure Fellstrok against incursions from indigenous monsters as well as surface dwellers.

Amid the forges resides a place of worship dedicated to Droskar, the Fellforge Chapel. There the souls of broken slaves are offered to fuel Droskar’s Furnace. The chapel has recently gained popularity among the grey dwarves in hosting private ceremonies best kept far from the crowds of larger temples. This is thanks to the efforts of an elderly duergar, Valgrym, who runs the chapel.

Valgrym has finally managed to negotiate a shaky alliance between the rival clans of Malcrag and Krylgor that operate in Fellforge. He hopes that once united, these clans bolster duergar efforts to expand throughout Fellstrok and the nearby region. The alliance hinges on a marriage between two scions of the clans, the fearsome Nirgla Malcrag and the devious Grithak Krylgor. The ceremony is arranged to be held in the chapel.

Svirfneblin spies from a nearby secret outpost have learned of this development and it has them worried. Quickly expanding duergar holdings would endanger the outpost dedicated to gathering intelligence and freeing deep gnome slaves. The svirfneblin need a third party to break the alliance without implicating themselves.

Encounter Setup: A svirfneblin guide has led the PCs through a forgotten passage that runs near the Fellforge Chapel. The PCs have been tasked to break the duergar alliance by sundering the wedding chain linking the betrothed, this would be seen as a sign of disfavor from Droskar. The couple must not be killed so that the clans won’t unite in revenge.

Wedding Crashers (CR 9)
==========
The svirfneblin guide uses magic to remove the last layer of rock between Droskar’s Chapel and the passage, and falls back. Warm sulfurous air rushes through the opening that reveals a large red-hued cavern. Beyond the breach opens a wide level platform with two more platforms rising farther back separated by a glowing chasm. Several braziers cast flickering shadows throughout the cave. At the center of the first platform resides a great arch made of grey stone, a fire-filled pit roars under the arch. A pair of grim duergar statues flank the breach. They grip heavy iron chains that run across the chasm, shackling together statues depicting subjugated lesser races. Above on the breached wall glitters a large crystal formation surrounded by rapidly waning runes. Behind the arch a group of duergar stand around an ornate anvil, two of them are linked with a chain while the third one recites a prayer in Dwarven.

The breach is noticed by all duergar present. Wedding guests flee through the gate—though the combatants attack the PCs on sight.

Valgrym is only officiating the wedding and does not fight. When he sees the PCs entering and the runes failing, he turns invisible and flees toward the main exit to muster reinforcements.

When Nirgla attacks, she shouts in Dwarven:

You’ve trifled with the wrong bride—I will grind your bones to ash and send your souls screaming to the Dark Forge!

The 30-foot-high stone arch looms over a 10-foot-deep pit filled with ever-burning fire. PCs must succeed at a DC 15 Knowledge (religion) check to recognize this as the symbol of Droskar. Blackened bones and ash cover the bottom of the pit. See the trap section for details.

When struck on the anvil, the wedding chain loses its hardness. The PCs can discern this with a successful DC 20 Knowledge (arcana) check.

The magma in the chasm has a hardened crust that can be walked upon by a Medium or smaller creature. The creature takes 2d6 points of fire damage per round of exposure and 1d6 points of fire damage for 1d3 rounds after exposure ceases. For details, see lava effects Core Rulebook 444.

Anyone going across the chasm without the protection of a bridge becomes sickened for 1d4 rounds from noxious gasses (Fortitude DC 14 negates).

The crystal formation above the tunnel is a captured geomaw that has been enslaved with magical runes to glorify Droskar. The PCs must succeed at a DC 27 Perception check to discern its true nature. A successful DC 28 Spellcraft check informs the PCs of the purpose of the runes and their inactive state.

The geomaw awakens if 5 rounds have passed since the breach, the wedding chain is shattered, or it’s attacked. At that point, read the following:

The cavern wall between the duergar statues shakes violently as the crystal formation folds together like petals in a whirlpool of gnashing, jagged blood red crystals. Bits of rock fly through the air as a 15-foot-long creature with a body consisting of stone plates, dark earth, and red-hued gemstones breaks away from the wall accompanied by a thundering rumble. The tunnel behind it caves in and blows out a cloud of dust across the platform.

The geomaw lands in front of the collapsed tunnel. The main platform is obscured by dust for 1 round, anything beyond 5 feet cannot be seen and has total concealment (50% miss chance). Any remaining stalactites above the main platform fall down.

If the geomaw flees through the collapsed tunnel, it leaves in its wake a 2-1/2 feet opening into the passage.

Creatures: See the map for starting locations.

Clansmen (4) CR 1/2
XP 200 each
hp 13 each (duergar sharpshooter, Monster Codex 46)
Tactics The clansmen shoot intruders from afar.

Duergar Anvils (2) CR 1
XP 400 each
hp 18 each (Monster Codex 49)
Tactics The anvils rush in to melee.

Geomaw CR 7
XP 3,200
hp 85 (R3)
Tactics The geomaw is starving and targets the closest living creature. When the dust clears, it employs the blood lantern ability. If the geomaw has less than 20 hit points remaining, it will flee and burrow through the collapsed breach tunnel.

Nirgla and Grithak are linked by an iron chain attached to their wrists (hardness 10, hit points 15, break DC 26). They cannot have more than 5 feet of space between them but the chain leaves their hands free when not wielded. Nirgla can use the chain only on creatures that she and Grithak are flanking but she gains the benefits of Improved Trip for those trip attempts due to his assistance.

Grithak, the groom CR 1
XP 400
hp 18 (duergar bombardier, Monster Codex 48)
Tactics Grithak uses Nirgla as a shield and throws bombs at intruders. If Nirgla is defeated, Grithak surrenders.

Nirgla, the bride CR 5
XP 1,600
hp 61 (duergar lieutenant, Monster Codex 46)
Melee mwk wedding chain +12 (trip)
Tactics Nirgla protects Grithak. She uses one of her attacks to trip anyone that gets between her and Grithak. Nirgla might surrender when she’s at 10 hit points or less (Intimidate DC 23).

Terrain:


  • Brazier a standard action to topple; creatures in a 10-foot-line take 1d6 points of fire damage

  • Cavern wall Climb DC 25

  • Cliffside Climb DC 20

  • Gate hardness 10, hit points 60, break DC 28

  • Large chain Acrobatics DC 15 to move on; Climb DC 13; hardness 10, hit points 60, break DC 28

  • Light normal light within 20 feet of a brazier or the fire pit; otherwise dim light

  • Rubble difficult terrain

  • Stalactite drops after taking 5 points of damage (AC 10, hardness 5); anyone underneath takes 2d6 points of bludgeoning damage (Reflex DC 12 for half); creatures in adjacent squares take 1d4 points of piercing damage

  • Statue height 25 feet; Climb DC 12

Trap:

This targets only non-duergar creatures.

Droskar’s Grasp CR 3
Type magical; Perception DC 26; Disable Device DC 26
----- Effects -----
Trigger location; Reset automatic (1 hour)
Effect chain drags into a pit (Reflex DC 15 avoids, Climb DC 12 to get out); 10-ft.-deep fire pit (1d6 falling damage plus 1d6 fire damage per round of exposure); onset delay (1 round); multiple targets (up to 4 Medium or smaller targets within 10 feet of the pit)

When PCs trigger the trap, iron chains fly out of the pit and try to drag the PCs inside.

Development:

Overwhelming reinforcements arrive in 15 minutes through the gate and capture any PCs remaining in the chapel.

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This maliciously grinning being has a translucent grublike lower half that pulsates intermittently in shifting hues. Fungous lamellae cover its clawed hands.

Dread Glutton CR 5
XP 1,600
NE Medium fey
Init +8; Senses low-light vision; Perception +12

----- Defense -----
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 52 (8d6+24)
Fort +5, Ref +10, Will +7
DR 5/cold iron; Immune disease, fear

----- Offense -----
Speed 30 ft., climb 30 ft.
Melee 2 claws +8 (1d6+2 plus spores)
Special Attacks dread burst, fungous snare, spores
Spell-Like Abilities (CL 5th; concentration +7)
At will—cause fear (DC 13), dancing lights
3/day—faerie fire
1/day—feather fall

----- Statistics -----
Str 14, Dex 18, Con 17, Int 11, Wis 12, Cha 15
Base Atk +4; CMB +6; CMD 20 (cannot be tripped)
Feats Combat Reflexes, Improved Initiative, Power Attack, Weapon Finesse
Skills Acrobatics +15, Climb +21, Intimidate +10, Perception +12, Sense Motive +12, Stealth +15; Racial Modifiers +8 Climb
Languages Aklo, Undercommon
SQ spider climb

----- Ecology -----
Environment any underground (Nar-Voth)
Organization solitary, pair, or band (3–6)
Treasure standard

----- Special Abilities -----
Dread Burst (Su) A dread glutton can make glowing mushrooms grow out of a creature within 30 feet that is infected with its spores (Will DC 16 negates). An affected creature takes 1d6 points of Charisma damage as the fungi burst and release drained emotions. This is a mind-affecting effect. If the affected creature is currently shaken, frightened or panicked—any creature within 10 feet of it also gains that condition for 1d4 rounds (Will DC 14 negates). This is a mind-affecting fear effect. The save DCs are Charisma-based.

Fungous Snare (Ex) Once every 1d4 rounds, a dread glutton can throw a fungal mass that explodes in a 10-foot-radius spread, coating creatures in the area with mycelium and spores (Reflex DC 16 avoids). Creatures other than dread gluttons are entangled. An entangled creature can attempt to break free with a successful DC 14 Strength or Escape Artist check as a move action. On the following round, the entangled creature becomes anchored to its current position. This attack has a range of 30 feet. The save DCs are Strength-based.

Spider Climb (Ex) A dread glutton can climb sheer surfaces as though under the effects of a spider climb spell.

Spores (Ex) Any creature exposed to the spores of a dread glutton becomes infected with them, taking a –1 penalty on saves against mind-affecting fear effects. The spores can be neutralized by effects that remove or provide immunity to disease.

A cavern blanketed with glowing fungi is a warning that one has stumbled within the territory of dread gluttons, evil fey that consume dark emotions drawn from their victims. They were exiled from the First World an age ago and thereafter these fey have wriggled on cave surfaces of Nar-Voth in search of captives for their morbid fungal gardens—though they are not beyond bartering at a slave market on occasion. Dread gluttons fill their gardens with luminescent mushrooms that drain emotions out of the creatures they grow upon. Many of the gardens reside in the stalactite-city known as the Court of Ether for its dark fey inhabitants crave the blend of misery contained within the mushrooms. The most expansive garden enjoys patronage from the ruler of the city, a sadistic nymph named Queen Frilogarma. Creatures provided by the queen allow her favored dread gluttons to concentrate solely on perfecting their craft. After an emotionless husk is discarded from the garden, it sustains those with more physical appetites, such as the stirges kept by the Court.

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Ancient Cyclops Stronghold in the Icerime Peaks

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Fate-binder
Aura moderate divination and transmutation; CL 10th
Slot none; Price 27,001 gp; Weight 1 lb.
Description
This slender +1 mithral returning javelin has Sylvan script etched upon its surface and its haft ends in an eye-shaped loop. A short length of gold thread hangs coiled from the loop with one end fading out of existence.

Three times per day, the fate-binder can be used to momentarily bind together the fates of those it pierces. As it is thrown, the javelin becomes ethereal and draws an intangible, golden thread out of thin air. The wielder makes a single ranged touch attack and compares the result against every creature in a 30-foot line. The magical thread links together creatures hit with the attack until the end of the wielder’s next turn, after which the thread vanishes. This attack leaves the creatures otherwise unharmed. When two or more of the linked creatures are subjected to a spell or effect that involves a saving throw—these creatures must use the lowest die result among them for that saving throw before adding modifiers. The fate-binder retakes its physical form when it returns to its wielder.
Construction
Requirements Craft Magic Arms and Armor, augury, telekinesis; Cost 14,001 gp

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Hi,

I threw together a new pre-made character and an encounter for that character for the Lost Mine of Phandelver adventure.

I have six players, so I needed those for my game as well.

I'll probably do some more polishing, especially on the encounter but I wanted to throw them out there anyway. Maybe they will be helpful to someone else who wants to run the starter set adventure with six players.

Character & Encounter

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Scales like smoked glass cover the coiled body of this massive serpent. Something dark ripples beneath where shadows fall upon its skin.

Dusk Serpent CR 4
XP 1,200
NE Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +12

----- Defense -----
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
hp 37 (5d10+10)
Fort +6, Ref +7, Will +5
Defensive Abilities umbral flesh; DR varies (see Umbral Flesh); Immune fear, sleep
Weaknesses vulnerable to light

----- Offense -----
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d8+6 plus 1 Str damage)
Space 10 ft.; Reach 10 ft.
Special Attacks shadow coil
Spell-Like Abilities (CL 3rd)
1/day—darkness

----- Statistics -----
Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 10
Base Atk +5; CMB +10; CMD 23 (can’t be tripped)
Feats Improved Initiative, Iron Will, Step Up
Skills Acrobatics +13, Climb +8, Perception +12, Stealth +13, Swim +8; Racial Modifiers +6 Acrobatics, +6 Perception, +6 Stealth
Languages Aklo (cannot speak)
SQ slithering darkness

----- Ecology -----
Environment any urban (Katapesh)
Organization solitary
Treasure incidental

----- Special Abilities -----
Shadow Coil (Su) A dusk serpent can plunge into a shadow of a living creature within reach appearing as a dark, writhing shape coiled around it (Reflex DC 15 avoids); flat-footed creatures do not get a save. When around a shadow, the serpent is immune to all nonmagical attack forms and takes only half damage from magical sources but effects with the shadow descriptor affect it normally.

An affected creature is stunned for 1d2 rounds and takes 1d4 points of Strength damage while the dusk serpent heals twice that amount in hit points. At the beginning of its next turn, the serpent rises out of the shadow into an unoccupied space closest to the affected creature. That creature is immune to this ability for the rest of the combat. The save DC is Dexterity-based.

Umbral Flesh (Su) The body of a dusk serpent is in flux between flesh and shadow within an area of dim light or darkness. The dusk serpent has DR 5/magic in such areas, otherwise it has no damage resistance.

Slithering Darkness (Su) Three times per day, when a dusk serpent enters an area of dim light or darkness during a move action, it can appear in another such area up to 30 feet away and continue moving. The dusk serpent dissolves into shadows as it enters the area while simultaneously reforming in its destination.

Misery befalls the wretched thief who dares to disturb a sanctum guarded by shadow made flesh. In the city of Katapesh, monstrous serpents from a foregone era safeguard the treasure troves of mighty sorcerers and ruthless merchant princes. Rumours abound the Nightstalls that an ancient serpentfolk manuscript holds the secrets to spawning and enthralling dusk serpents. Though rare even in Katapesh, a few of these horrors have found their way across the seas.

Dusk serpents cannot reproduce naturally, but they can survive for centuries provided ample nourishment, while hibernation sustains them through brief periods of scarcity. Many a slave purchased from the Fleshfairs has been offered to sate the ravenous appetite these serpents have for warm-blooded humanoids and their vitality. The serpents thrive in chambers cast in light and shadow from which they surge at an intruder. Their 15-foot-long trunks ooze black, viscous blood when wounded, and upon death their flesh collapses away leaving nothing but skeletal remains behind.

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Murktouch Cloak
Aura moderate conjuration; CL 9th
Slot shoulders; Price 20,000 gp; Weight 1 lb.
Description
This lustrous, crimson cloak has an ethereal quality to it. Upon command the murktouch cloak dissolves into a vortex of red fog that begins to churn around its wearer and extend her awareness.
The cloak can be active for 10 rounds per day; these rounds need not be consecutive. It can be dismissed as a free action. The fog forms a 25-foot-diameter vortex that goes 10 feet above and below the wearer. It remains centered on her at all times. Everyone in the fog gains concealment (20% miss chance). In addition, the wearer has blindsight within its area. The vortex is unaffected by wind or any similar effect.
Whenever the wearer is making a touch attack involving a spell or effect, she can reach with the fog as a swift action to target any creature inside it. She can target more than one creature with this attack (maximum 6) within the limits of the spell or effect in question. One of her mental ability modifiers can be applied to the touch attack instead of the initial modifier.
Construction
Requirements Craft Wondrous Item, echolocation, fog cloud; Cost 10,000 gp

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Glowing filaments flow around a victim writhing in agony, as unfolding, stalk-like legs raise the oblong creature up from the mire.

Miremane CR 5
XP 1600
N Large Aberration
Init +5; Senses blindsense 10 ft., darkvision 60 ft.; Perception +9

----- Defense -----
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
hp 45 (7d8+14)
Fort +5, Ref +4, Will +8
Defensive Abilities ferocity; DR 5/magic
Weaknesses light sensitivity, vulnerability to cold

----- Offense -----
Speed 40 ft.
Melee 2 claws +11 (1d8+5 plus trip)
Space 10 ft.; Reach 10 ft.
Special Attacks enshroud, flowing mane, mesmeric lure, puncture

----- Statistics -----
Str 20, Dex 12, Con 14, Int 7, Wis 14, Cha 10
Base Atk +5; CMB +11; CMD 22 (34 vs. trip)
Feats Improved Initiative, Improved Natural Attack (claw), Skill Focus (Stealth), Weapon Focus (claw)
Skills Climb +9, Perception +9, Stealth +9
Languages Aklo (cannot speak)
SQ water breathing

----- Ecology -----
Environment warm swamp
Organization solitary
Treasure incidental

----- Special Abilities -----
Enshroud (Ex) As a move action, a miremane can enshroud a stunned creature with its mane. The creature is entangled and must make a CMB or an Escape Artist check to break free. While entangled, the creature takes 1d2 points of Wisdom damage per round from the maddening pain, and cannot move out of the miremane’s threatened area. Other abilities involving the mane cannot be activated while enshroud is in use. Only one Medium or smaller creature may be enshrouded at a time. The miremane can release the creature as a free action.
Flowing Mane (Ex) As a move action, a miremane can spread its mane throughout its threatened area, inflicting intense pain. Creatures within the area must make a DC 15 Fortitude save or become stunned for 1d4 rounds. On a successful save, the creatures are instead staggered for 1 round. Creatures that successfully save cannot be stunned by this ability for one hour. They are instead staggered for 1 round on subsequent failed saves, and gain no adverse effects on a successful save. The save DC is Constitution-based.
Mesmeric Lure (Su) As a full-round action, a miremane can make its mane undulate in mesmerizing patterns. Creatures within 30 feet must make a DC 13 Will save or be compelled to take one move action towards the miremane on their next turn, and do nothing else. This move is at half speed. Creatures that successfully save cannot be affected by this ability for one day. This is a mind-affecting effect. The save DC is Charisma-based.
Puncture (Ex) When a miremane attacks a prone creature, its claws gain the bleed (1d4) ability.

References to miremanes can be found in journals detailing the great swamps of the Mwangi Expanse. One rare account describes an expedition coming upon a sacrificial site deep within a swamp. They spent a night inside a circle of weathered stones covered with ornate petroglyphs depicting twisted humanoids in worship of a strange arthropod with slender tentacles. The account ends with a distraught tale of strange lights in the night luring people below the dark waters.

Miremanes have intricate patterns running across their thick chitin plates that protect the translucent flesh beneath. Their eight segmented legs can raise them up to a height of twelve feet. However, their most striking feature is a mane of luminous filaments that extends from their abdomen. Miremanes often lurk submerged in water, observing with their three bulbous black eyes as they poise their spear-like legs to strike. Rarely, a pair of miremanes can be seen together, manes intertwining in an eerie display of luminescence.

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Lonesome Rider (Gunslinger)
Lonesome riders are vagabonds at heart. The call of the road is tempting, and they cannot deny it for long. Lonesome riders are at home on the desolate trails that snake through the River Kingdoms. When employed as hired guns, lonesome riders prefer to ride in fast, and keep their enemies scrambling for cover with their blazing shots.
Class Skills: A lonesome rider does not gain Knowledge (engineering) as a class skill; instead, she gains Knowledge (geography) as a class skill.
Deeds: A lonesome rider swaps a trio of deeds for the following.
Saddle Trick (Ex): At 1st level, when the lonesome rider is mounted, she can veer in the saddle to avoid an attack of opportunity by spending 1 grit point before the attack is resolved. This deed replaces the gunslinger’s dodge deed.
Calm Gait (Ex): At 3rd level, as long as the lonesome rider has at least 1 grit point, she can reduce the penalty she takes when using a ranged weapon while on a mount by her Wisdom modifier, to a minimum penalty of 0. This deed replaces the gunslinger initiative deed.
Scattering Hooves (Ex): At 7th level, as a standard action, the lonesome rider can make her mount rear by spending 1 grit point, and making a Ride check. This scatters each Medium or smaller creature adjacent to the mount. The creature must succeed on a Ref save or move 5 feet away from the mount. The DC for this save is equal to the result of the Ride check. This deed replaces the startling shot deed.
Natural Rider (Ex): Starting at 2nd level, a lonesome rider and her mount share a deeper connection. The lonesome rider adds her Wisdom modifier on Ride skill checks in addition to her Dexterity modifier. Skillful maneuvers, designed to keep her enemies off-balance, give the lonesome rider a +1 dodge bonus to AC against all melee attacks while mounted. Anything that causes the lonesome rider to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5). This ability replaces nimble.
Phantom Whistle (Sp): Starting at 9th level, a lonesome rider is attuned to the forlorn spirits that roam the roads. Once per day the lonesome rider can do an eerie whistle to summon a ghostly steed to serve as her mount. This functions as per the spell phantom steed, and the caster level is equal to the lonesome rider’s level. Every four levels thereafter, the lonesome rider may use phantom whistle one additional time per day. This ability replaces gun training 2, 3, and 4.

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Gloves of the Frugal Healer
Aura faint conjuration; CL 5th
Slot hands; Price 8,000 gp; Weight
Description
These dark blue embroidered gloves feel slightly warm to the touch. The silver embroidery gives off a faint white glow when the gloves of the frugal healer are activated.

Whenever the wearer provides or receives magical healing by touch, any excess points not used in the healing are stored in the gloves. A maximum of 24 points of positive energy can be stored this way. At daybreak the stored energy dissipates from the gloves leaving them empty.

As a standard action the stored energy can be released to heal the wearer or someone else by 1D6 hit points for every 6 points stored in the gloves. Alternatively as a swift action the stored energy can be used to charge a held weapon with positive energy. This charge dissipates after one minute has passed. On the next attack that hits, the weapon deals 1D6 points of extra damage to the undead for every 6 points stored in the gloves. This effect does not stack with other similar effects. Both of these actions drain the gloves of all stored energy.

If the wearer is reduced to negative hit points but is not killed, she can try to activate the gloves as an immediate action by succeeding in a DC 10 Will save. She takes penalty to this roll equal to her negative hit point total.
Construction
Requirements Craft Wondrous Item, symbol of healing; Cost 4,000 gp

Contributor

I invented this order of paladins for my character in Carrion Crown, thought I'd post it here if someone might happen to find it interesting.

The Order of the Black Rose is a loosely organized, relatively small group of Pharasman paladins based mainly around Ustalav. Their main focus is combating the undead menace that plagues Ustalav, but also evil outsiders and other evil things they happen to come upon.

They don't have a clear leadership, but senior members tutor new paladins or gather when something big is about to happen. The Order has message boxes and affiliated clerics or other people in Pharasman temples. These are used to pass messages such as what members have been up to, any important information, are there any major threats that need a larger group of paladins etc. Magical communication might be used if available and especially if the need is great.

Members often limit their attention to one county, but others travel across Ustalav seeking threats and going where they are needed most. There's at least one senior member in every county as a point of contact for information and when coordinated efforts are needed.

Oath:
- I shall be devoted to Pharasma in life, and in death.
- Birth and death will both be held sacrosanct.
- I shall not suffer an undead to exist.
- Servants of Pharasma will be respected. (includes psychopomps)
- I shall not take a life in vain.
- Evil will be opposed to protect the natural order.
- I shall honor the remains of the dead.
- Law of the land will be respected, unless it goes against your duty to Pharasma.