Lureene Ourson's page

2,110 posts. Alias of Eric Swanson.

About Lureene Ourson

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Lady Lureen Ourson
CG Female Human/Alu-Demon Rogue 1/Summoner 5/Wizard (Enchanter)7/Tiefling Bloodline 3 (Favored class Wizard)
Gestalt 8; Mythic Tier 1
   Mythic Path: Archmage, Hierophant
Location: Formerly Kaledun, "Crossroads of Worlds, Cemetery of Empires", then Limbo, now Heroes of Worlds Unknown.
Social: Noble Class (Kirmoon royal family)
   Faith: None (Súmalya)
   Home: 97th layer of the Abyss (former); Port Eldarion (currently)
   Family: Richardson Ourson (father, missing; presumed dead); Arvoreen Mistress of the 97th, "Queen of Lies." (mother)
   Jobs: Retainer for Princess Alissariel Kirmoon.
Senses: Darkvision 120', Low-light vision, Perception +9/+12
Languagers: Common, Abyssal, Infernal, Auran, Black Speech, Draconic, Malatestan, Elvish

STR 12(+1)
DEX 15(+2)
CON 15(+2)
INT 16(+3)
WIS 14(+2)
CHA 22(+6)

Age 19 (apparent), Birthday celebrated on Astrath 18, 5'4", 114 lbs.

By any stretch of the imagination, Lureene is a gorgeous young woman. Long wavy blonde hair, with streaks of brown and grey in it, flows down her shoulders, although she usually keeps it pinned up. Her skin is a pale creamy shade, flawless in all ways imaginable. Her eyes, a dark blue-black shade, are framed by long sooty black eyelashes. Finely honed cheekbones and delicate facial features including full, pouty lips complete the menagerie. The only sign she is not completely human is the pair of lightly shaded golden leathery bat wings that are silky smooth to the touch. Sometimes she elects to disguise them as feathery angel wings. Finally those who are graced by her presence are greeted by smells of exotic perfumes, and cinnamon spices which linger over her body. Her voice is angelic with an exotic accent.

From one man who met her early in her adventuring career, these are his words: Perfectly manicured feet support long, luxurious but firm looking legs which end in perfectly rounded hips below a waist just the right size for holdin' which resides just below the most perky yet balanced set of? and resting on those creamy soft shoulders and swan-like neck is the face of an absolute angel?wait, back up, were those... WINGS?!

-Menstrual cycle begins on Full moon Waxing (appx)

wo armor AC 19 (+2 armor, +2 DEX, +2 Natural, +3 Deflection), Touch 15, FF 17
w/Mage Armor AC 21 (+4 armor, +2 DEX, +2 Natural, +3 Deflection), Touch 15, FF 19
CMD 22 (16 + 1 str + 2 dex + 3 deflection)
+1 bonus to AC vs. AoO caused by movement, and to CMD to resist combat maneuvers made against her.
HP: 66 (6+8d8+16(con)+4(mythic))
DR 5/cold iron
Resistance 5 vs. Cold, Electricity, and Fire
Spell Resistance 14
Fort +6 (Base +4, CON +2)
Refl +7 (Base +5, DEX +2)
Will +9 (Base +7, WIS +2, +1 morale)
Concentration: +11

Init +2; Move 30', Fly 30' (average) Golden Leathery Bat-like Wings
BAB +6, CMB +7
Rapier +7/+2 to hit (1d6+1, 18-20/x2, P) or
+1 Adamantium Dagger +8/+3 to hit (1d4+2, 19-20/x2, S/P) or
Sap +7/+2 to hit (1d6+1 nonlethal, x2, B) or
Touch spell, +7 to hit or
**Vampiric Touch (Sp): Melee Touch +8 to hit (Touch deals 2d6 points of damage, Grants Temp HP equal to damage dealt, disappear 1 hour later. x2) Severed
+1 Shortbow +9/+4 to hit (1d6+2, x3, 60' range, P or B) or
Orb (lesser) +8 Ranged Touch (3d8 fire/acid, 35' range, x2) or
Ranged Touch +8 to hit
Sneak Attack +1d6

Skills: 29+Int(+23)+7(favored)=59 Skill Ranks

  • +10 (+20 Jump checks) Acrobatics = 5+2(dex)+3(class)
  • +3 Appraise = 3(int)
  • +20/+21* Bluff = 2+6(cha)+3(class)+2(racial)+3(school)+1(trait)+3(familiar) *+1 when lying
  • +5 Climb = 1+1(str)+3(class) 7K achievement
  • +15/+16* Diplomacy = 4+6(cha)+2(feat)+3(school)+1(trait)*
  • +7 Disable Device = 1+3(int)+3(class)
  • +6 Disguise = 6(cha)
  • +6 Escape Artist = 1+2(dex)+3(class)
  • +12 Fly = 3+2(dex)+3(class)+4(maneuver)
  • -2 Heal = 2(wis)-4(flaw)
  • +15 Intimidate = 1+6(cha)+3(class)+2(feat)+3(school)
  • +3 Knowledge (untrained) = 3(int)
  • +12 Knowledge (arcana) = 6+3(int)+3(class)
  • +9 Knowledge (nobility) = 3(int)+3(class)+3(feat)
  • +12 Knowledge (planes) = 6+3(int)+3(class)
  • +7 Knowledge (religion) = 1+3(int)+3(class) 6K achievement
  • +10 Linguistics = 3+3(int)+3(class)+1(feat)
  • +9/+12 Perception = 8+2(wis)+3(class)+3(feat)-4(flaw)
  • +12 Perform(dance) = 3+6(cha)+3(class)
  • +6 Perform(sing) = 6(cha)
  • +3/+5 Sense Motive = 2+3(class)+2(wis)+2(feat)-4(flaw)
  • +6 Sleight of Hand = 1+2(dex)+3(class)
  • +13 Spellcraft = 7+3(int)+3(class)
  • +13 Stealth = 6+2(dex)+3(class)+2(racial)
  • -2 Survival = 2(wis)-4(flaw)
  • +1 Swim = 1(str)

* - vs. a character that is (or could be) sexually attracted to you.


  • Alertness (if Grak is within 5') (bonus)
  • Scribe Scroll (bonus)
  • Persuasive (1st Level)
  • Fiendish Wings {as Dragon Wings} (Flaw #1)
  • Fiendish Sight (as Deepsight plus Low-light vision. (Flaw #2)
  • Extra Evolution (3rd level)
  • Combat Expertise 3k Achievement
  • Improved Damage Reduction (5/cold iron) (5th level)
  • Flaring Spell 5k Achievement
  • Spell Focus Enchantement (Wizard Bonus)
  • Improved Wings: Gain Fly speed equal to base movement. (*Bonus, Aycenia fruit)
  • Lightning Struck Tower Ritual: Summon Grak as standard action; Increase size from Small to Medium as a swift action. (7th level)
  • Vocational Training: You gain your choice of either 4 skill points, or 2 skill points and 1 extra class skill. Know Nobility and Linguistics SPs Story Achievment
  • Mythic Feat: Dual Path
  • NPC Boon — +1 bonus to AC vs. attacks of opportunity caused by movement, and to her CMD to resist combat maneuvers made against her.
  • Flaws Clueless, Free Spirited: The weight of any gear you carry is considered double for the purpose of determining your load. Any armour penalty checks are also doubles, or tripled in the case of swim checks.
  • TraitsCharming, Magical Knack


Tiefling Bloodline:

Ability Scores: +2 Dex, +2 Charisma, -2 Wis
Darkvision 60 feet.
Skilled: +2 on Bluff and Stealth
Fiendish Resistance: Resistance 5 vs. Cold, Electricity, and Fire.
Vampiric Touch [Replaces Darkness.] Severed.
DR 2/cold iron

*Bloodline Class
BAB: Average
Saves: Good Fortitude, Good Reflex, Good Will
Hit Die: d8
Skill Points: 4 + Int bonus
Skill List: Bluff (Cha), Craft (Int), Disguise (Cha), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Level 1: +1 Natural Armor
Level 2: +2 to Charisma
Level 3: SR 10 + 1/2 level
In addition, after 5th level I'm willing to allow a feat to boost the DR up to 5/Cold Iron or Good.

Wings: Dragon Wings from "Races of the Dragon". This is a 1st-level feat that gives a 'dragon-blooded' character wings that allow gliding but not flying. Now part of the 'dragon-blooded' subtype is that such characters are descended from dragons and are damaged by effects that would damage dragons. This is easily changed to 'demon-blooded'. Even should Lureene's aura change, she would still be damaged by effects that would target demons or other evil outsiders.
At 7th level, she'd then take the feat 'Improved Dragon Wings' which would then finally allow the 30-ft (avg) flight she had in her previous incarnation.

(**)Vampiric Touch: Replaces Darkness. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). Considering she better not use it (lest Priyya smite her ass), this is essentially the same as giving up a class feature.

Spell-like Abilities: Gone! Instead these will simply be spells that she happens to have in her spell book even if she never uses them.
1: Charm Person
2: Detect Thoughts
3: Suggestion
4: &Dimension Door [not usable in Elsemar]
5: Polymorph (per alter self)
6: Blasphemy**
7: Unholy Aura**
8: Horrid Wilting**
9: Destruction**

** Use of negative energy and most necromantic spells is an evil act. (Gentle Repose, Nap Stack, etc. having more in common with transmutation or conjuration [healing] than necromancy.) Using such spells/abilities would risk an alignment change and would cut Lureene off from any of the supernatural abilities of the Sacred Consort class and cause her to become subject to spells and effects that target evil creatures.

As a result of the atonement, Lureene's race no longer has any effect upon her for spells and effects that deal extra damage to evil outsiders. In essence, she is now treated as both a human and a native outsider losing the evil descriptor from her race. Furthermore, her negative energy link has been severed. These effects remain until such time as she should actively make use of any spells involving necromancy or negative energy. Lastly, as per the atonement spell, Lureene has the option of changing her alignment to good if she so chooses.


Rogue (Spy):

-Sneak Attack +1d6
-Skilled Liar (Ex): Whenever a spy uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). This bonus does not apply to feint attempts or attempts to pass secret messages. This ability replaces trapfinding.


-Cantrips (Light, Mage Hand, Detect Magic, Acid Splash)
-Eidolon Grak (Summon unlimited times/day, casting time is 1 minute. Treated as a familiar, is not banished when asleep; Lureene can use Summon Monster SLA while Grak is summoned.)
-Life Link
-Bond Senses (Su) 5 rounds/day
-Summon Monster III (9/day, Duration 5 minutes; may be used when eilodon is summoned, can only summon monsters with the Chaotic template).
-Spells Known: (1st) Life Conduit, (2nd) Restore Eidolon, Lesser, (3rd) Rejuvenate Eilodon, (4th) Purified Calling
-Shield Ally (Ex)

Wizard (Manipulator):

-Arcane Bond: Familiar "Grak" (Treat as a familiar, in addition to his eilodon abilities.)
-Arcane School Enchantment (Manipulator) - Prohibited: Divinaion, Necromancy

  • Enchanting Smile (Su)
  • Beguiling Touch (Sp): (DC 16; 6/day; duration 4 rounds).
  • Shape Emotions (Su): 7 rounds/day.

{0 level} Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Spark
{1st} 5+1 per day, CL 8 (DC 14, 15 ench. Add +3 for Wingilmë's Gift) &Charm Person, Burning Hands, Color Spray, Comprehend Languages, Endure Elements, Expeditious Retreat, Grease, Hypnotism, Identify, Mage Armor, Magic Missile, Mount, Orb of Acid (lesser) (3d8 acid damage, range 35'), Orb of Fire (lesser) (3d8 fire damage, range 35'), Rejuvenate Eilodon, Lesser, Shield, Sleep, Touch of Gracelessness, Vanish
{2nd} 4+1 per day, CL 8 (DC 15, 16 ench. Add +3 for Wingilmë's Gift) &Detect Thoughts, Barkskin, Blur, Fly (swift), Invisibility, Light of Mercuria, (silvery radiance 30', fire 2 Rays of light, ranged touch 30'; 2d6 damage, 4d6 vs. evil outsiders and undead), Obscure Object, Rope Trick, Touch Of Idiocy, Web
{3rd} 4+1 per day, CL 8 (DC 16, 17 ench. Add +3 for Wingilmë's Gift) &Suggestion, Deep Slumber, Dispel Magic, Evolution Surge, Fireball, Lightning Bolt, Rejuvenate Eilodon, Shrink Item
{4th} 2+1 per day, CL 8 (DC 17, 18 ench. Add +3 for Wingilmë's Gift) &Charm Monster, &Confusion, Greater Invisibility, Shout

Mythic Abilities

Base Mythic Abilities
  • Mythic Power (Su): (10/day)
    Mythic Ability Score: Charisma
  • Mythic Flaw (Ex): Artifact Dependency (Richardson's Pendant)
  • Feat of Charisma (Su): You can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on any one Charisma skill check or ability check.
  • Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
  • Bonus Hit Points: Whenever you gain an archmage tier, you gain 3 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.
  • Surge (+1d6): In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.
  • Mythic Feat: Dual Path: Select a mythic path, other than the path you selected at your moment of ascension (see page 3). You gain the 1st level ability of that path (archmage arcana, champion strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Whenever you gain a path ability, you can select from list of abilities presented for both paths, as well as from the list of universal path abilities. (Archmage) Arcane Surge;(Heirophant) Beast Fury (Su)

Archmage Path Features

  • Archmage Arcana — Arcane Surge (Su): Arcane Surge (Su): You can expend one use of mythic power to cast any one arcane spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any nonmythic targets making such a saving throw must roll twice and take the worse result. In addition, when using this ability you can roll twice and take the better result on any check made to overcome spell resistance, adding your archmage tier to the result. You can’t apply any metamagic feats to this spell.
  • Path Ability: Familiar Mind (Su): As a standard action, you can see and hear through your familiar’s eyes and ears. While using this ability you can’t see or hear using your normal senses and you can’t move. You can also speak through your familiar, using your own voice to do so. Finally, you can expend one use of mythic power to cast one arcane spell using your familiar as the spell’s caster. You must expend the spell as normal when using this ability. Aside from its origin, all other aspects of the spell are based upon the archmage.

Hierophant Path Features

  • Divine Surge — Beast Fury (Su): You can expend one use of mythic power as a swift action to grant a boon to your animal companion, cohort, eidolon, familiar, or mount. The boon allows the creature to, as an immediate action, move up to its speed and make one attack with any one of its natural weapons. When making this attack, the creature rolls twice and takes the better result. Any damage dealt by this attack is treated as epic for the purposes of overcoming damage reduction.


Worn/Carried (18 lbs.):

  • Halo of Inner Calm
  • Explorers Outfit (Partial, 3 lbs)
  • Staff of Evocation (4 charges)
  • Rapier
  • +1 Adamantium Dagger
  • Sap
  • +1 Shortbow w/20 blunt arrows
  • +2 Bracers of Armor
  • +3 Ring of Protection
  • +2 Amulet of Natural Armor, A pendant formed from a large, blood-red pearl
  • Anklet of Translocation
  • small wooden Ring, hand-carved,and unadorned save for some exotic characters that she recognizes as Vudrani script {engagement ring}
  • A small, heart-shaped silver locket on a delicate chain. It is hinged on one side and closed with a clasp on the other, although it seems to have been fused shut. A gift from an unknown party. Mythic Artifact.

Wrist Sheath (1 lb.):

  • Wand of Magic Missiles, CL 5, 10 charges
  • Wand of Mirror Image, CL 3, 3 charges

Backpack (12 lbs.*):

  • full waterskin
  • Waterproofed box holding personal Spellbook, along with Nial's Traveling Spellbook

Potion Belt (1 lb.):

  • Potion of Cure Serious Wounds
  • 6 Potions of Cure Light Wounds

Pouch (2 lb.*):

  • Pearl of Power, 1st level
  • Pearl of Power, 2nd level
  • Pearl of Power, 5th level (can be used for a lower level spell)
  • Spell Scroll, (provided by Enclave) Protection from Evil, Magic Circle vs. Evil, Break Enchantment and Mass Daze
  • Spell Scroll, provided by Sertieren {Alarm, Locate Object}
  • Spell Scroll{Comprehend Languages, Identify, Obscure Object, Rope Trick}
  • Spell Scroll {Hypnotism, Mount, Sleep}
  • Hairpin Disguise with long, black hair and a pale olive complexion, and no wings.
  • Spell Component Pouch
  • Childs doll


  • Summer (Hot Weather) Outfits, including maternity dresses of various styles, along with the matching belly dance outfit . Stored with Alis' baggage
  • Golden circlet studded with white moonstones
  • Bracelet (as Bracers) of Armor +1
  • Necklace of Prayer Beads (masterwork)
  • Seed from Tree of Life
  • 1015gp, 6 sp
  • 15,000 GP in gear

Total Weight: 34 lbs; currently Light load;
Carrying Capacity 43 lbs. (light), 86 lbs. (medium) 130 lbs. (heavy)
* - Doubled due to flaw

This is her background in a nutshell: Lureene was born not knowing a part of herself. When you are a part of 2 wholes, but one is taken away, you are not completed., and are missing that part.

She is still looking for that part.

She was born in one of the many layers of the Abyss. Her mother, whose name is Arvoreen, was a powerful lady of the Abyss (so she told her daughter anyway.) Growing up was pretty typical, up to a point. She was educated as all little demonesses were educated, learning the basics of reading , writing, dancing, pleasure-giving, thievery (unknown to her mother) and, planar history. One day she asked about that, and was told her father wished this. When she asked about him, she was...disciplined. No matter how she pleaded, she learned nothing more.

Until one day about 2 years ago, she had returned from school, and she found, hidden in a secret place where no one else knew of, 2 things:

1. A book, and 2. A letter.

The letter explained some to her, and scared her more. It mentioned her father, who is (was?) a powerful wizard from a place called the Realms, sired her. His name was Richardson Ourson. Apparently he had won Arvoreen's favor somehow. It also said she is being used against him. A friend wrote the letter, signed Couryanna, but how could she know for sure? Living in the Abyss, betrayal was a way of life.

One final thing, read and study the book, and you will gain your freedom. She studied the book, and learned about beings you can summon from your own being, called eilodons. She discovered later, it was also a spellbook, filled with various powerful spells to assist her.

Every waking moment was spent studying the forbidden tome, until she was ready to attempt the summoning. It worked perfectly, and the eilodon, whom she named Grak (probably because it is the first word it has spoken to her), gifted in the ways of thievery, pilfered her items for her planned escape.

Needless to say, she did escape, but now she thinks maybe it was safer where she was before. Wandering this strange city with many other being like her walking, flying, and crawling about, fills her with fear, but the letter did say the truth will set you free; nothing about the truth will be easy to handle?she knows she must go forward.

After finding herself in Khaledrun, she soon found herself working for one of the many crime lords in Khaledrun, working as an...entertainer. She also was sent to assist in some jobs, where nonvoilence and a woman's charms would prove more useful than stealth or spell. Finally, after the crime lord had 'promoted' her to chief dancer, she had had enough and escaped once more. Now hunted by the crime lords minions, including a repulsive wererat leading them, she has fled to Limbo...

After spending a couple of weeks in Limbo, her escapades both in the bar and outside in Cassomir, have been well-documented, much to her embarassement and chagrin. These incidents, plus some heart to heart talks with Ravarath prompted her to do some growing up. Now that she is accompanying Princess Alis on her diplomatic expedition, she will get that chance. She now finds hersef on another plane called Elsemar, at least her enemies will find it difficult to find her...

But now, after recent events, highlighted by a vision containing her father, she wonders if maybe they have already found her. She has also found on Elsemar something truly priceless...a friend. Princess Alis Kirmoon has not only proven herself a friend many times over but more of an older sister type for the young succubus to look up to.

Now, after many trials and soul searching, she has taken the first step to forging her own destiny, and rejecting that wished of her by her mother. Her atonement, coupled with the rejection of her demonic legacy, has filled her with renewed purpose. She now feels ready to commit herself fully to finding, and helping, her father. Not even the startling revelation her Mother allowed her to escape has dissuaded her from her eventual goal.


Level 1: Rogue / Summoner
Level 2: Wizard (enchanter) / Tiefling Paragon
Level 3: Wizard (enchanter) / Tiefling Paragon
Level 4: Wizard (enchanter) / Tiefling Paragon (+1 INT)
Level 5: Wizard (enchanter) / Summoner
Level 6: Wizard (enchanter) / Summoner
Level 7: Wizard (enchanter) / Summoner
Level 8: Wizard (enchanter) / Summoner (+1 CHA)
Level 9+: Wizard (enchanter)/ Summoner or Sacred Consort)

Feat/Magic Item Wishlist:
*Defending Eilodon
*Focused Eilodon
*Gr. Spell Focus
*Vigilant Eilodon
*Piercing Spell


Political Notes: A few things that Lureene would have picked up on that I've come across so far
1)- Elendreth is very insecure and jealous where her husband, Glorohir is concerned. It also seems that Glorohir has not been home in some time.
2)- Iole Bonati is a womanizing lush, and hits his wife. Despite this, she still seems devoted to him for some reason. It also seems pretty obvious that he's abusive towards his staff too, and that they might be loyal to him mainly because they still have respect for his late father.
3) - Lucio thinks of himself as a governor in his own right, and is quite taken with Lureene, both for her beauty and connections.
4) - Elendreth really dislikes Lucio Gallo.
5) - Luca Petronius was irked as much about having to sit with Iole as not getting to converse with the mages. It seems this is because he and Naiobe have a friendly working relationship as master architect and lumber baroness.

Wingilmë's Gift: So long as she is not suffering from a fear effect, the strength of Lureene's spell DCs may now be determined by her Charisma modifier rather than her Intelligence modifier.

Halo of Inner Calm
Aura: Strong Abjuration, CL 15
Weight: —

  • +4 resistance bonus on saving throws against all spells with the emotion descriptor
  • SR 13 or SR +2 against spells with the evil descriptor (good-aligned outsiders only)
  • +2 sacred bonus on saving throws (good-aligned outsiders only)
    house rule

Anklet of Translocation:
Value: 1400gp
Slot: Feet
Caster Level: 7th
Aura: Moderate (DC 18) Conjuration
Activation: Swift (command)
Weight: ?
Reference: Magic Item Compedium pg 71

A small chime hangs from this simple mithril ankle-band.

When activated, you can instantly teleport (with no chance of error) up to 10-ft. The new space must be within line of sight and line of effect.

You can't use the anklet to move into a space occupied by another creatures, nor can you teleport into a solid objectl if you attempt to do so, the anklet's activation is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

An anklet of translocation functions two times per day.

Nial's Spellbook:
1st level
-Burning Hands
-Color Spray
-Expeditious Retreat
-Mage Armor
-Magic Missile
-True Strike

2nd level
-Fox's Cunning
-Touch of Idiocy

3rd level
-Lightning Bolt

Light of Mercuria

Majjeff Quote:
"Patience is needed. Your father lives and seeks his daughter - as his daughter seeks him - though not under Golarion's sun nor in the Realm. He left it long ago. He is still blessed by Arvoreen and that is his strength." The Skull pauses briefly, "Two moons I see and a tower struck by lightning... A Harrower will show you the right path. The halves will be made whole in the fullness of time... for you and your father are as a magnet and metal filings - inescapable forces draw you together. Stay the path... That is all I see."

Final words: "Well in the end, I suppose your judgment is due more credit than I'd given you. My last bit of advice, and you can consider this a parting gift, is this: beware of strange doors in your dreams. Good luck finding your dear old Dad. You may find that he needs your help as much as you desire his..."

The now-bloody note reads:

I have a job for you. The Rat called in a favor, so after this, my debt to him is paid. In a peculiar bar named Limbo, you will find a girl named Lureene. She is a light-haired, fair-skinned human-looking woman with wings. Bring her to me, but do not kill her. Any methods to accomplish this are fine? so long as she remains alive and intact. The Rat said you would need special equipment to handle some of the occupants, so I've procured you some weapons? hope you enjoy them. The scroll attached will make you all invisible as well as cast an image of me in front of you to distract whomever is in the room. Just light it on fire, count to ten, then go retrieve the girl.

Do not fail me, Bloodjaw.


Outfits/Art Request:

A gold-trimmed red satin number with all manner of floral and runic designs silk-screened onto it. It ties behind the neck, so it would allow the freedom your wings need, and it laces in the small of the back, above the hips, so that will fit also: PICTURE. Comes with a hairpin, enchanted with a disguise spell to disguise her wings as angel wings.

DEVIL A gilt and gauzy outfit crafted from shimmering silks and dark translucent muslin. It was seemingly inspired by the belly-dance outfits of the desert folk, but contains hints of his elvish stylings as well. He drapes the dark muslin over Lureene's creamy skin to illustrate how its movement allows hints of pale curves to show thru while the more solid silks bits have the fire of black diamonds aflame with red. Its trim, comprised of tiny spheres of copper and gold, sounds like a cross between the rain of a thousand tiny cymbals and the hiss of a serpent when it moves.

ANGEL In pearlescent white and gold. In this case, instead of sheer and tight, we go for loose-fitting with a lot of drape. We could also add a hair-pin with a persistent disguise effect to make your wings take on the appearance of white feathers. The more expensive option being a special pair of rings I devised. One that actually alters your shape, and another that prevents any further changes to your form until removed.

One ring allows a "designer" to perform one significant alteration to a person as per the alter self spell. This is a transmutation effect rather than an illusion. In your case, Laithoron used a UMD check to set that alteration as to transform your batwings into white feathery ones. Another "designer" could change the current design with a DC 25 UMD check. When you put the ring on, it actually casts the design on you ? something it can do 3/day for a duration of 3 minutes per casting.

The other ring "fixes" the single "oldest" polymorph effect of 5th level or lower that was affecting the wearer at the time when they put the ring on. By "oldest" this means the polymorph effect that has been affecting them for the highest number of rounds. Essentially, this ring pauses the spell's duration as long as it is worn. Attempts to polymorph the wearer that would impact the change that was "fixed" requires a caster level check vs. DC 23.

RULOC Art Request

Original Stats:
STR 11, DEX 13, CON 12, INT 15, WIS 10, CHA 17

40 point buy:
STR 11
DEX 15
CON 15
INT 15
WIS 14
CHA 17+2=19