Well I think I'd keep the land speed at 20, I'd just drop the fly down to 30 probably. As far as dropping the racial HD, there is no problem with that at all. If you have access to the Savage Species supplement, it has tons of information on this type of stuff.
As long as you knock the +8 Str down to maybe +4 or +6, I think You'd be good at LA +2. The LA ties into racial HD a little I believe, that's why if you dropped all of the HD etc, the LA may come up slightly. But as long as you make the minor adjustments it would be fine. You see orginally as a 7 HD creature, the dragonkins LA is based on the other abilities it has as a 7th level character (which really ends up being 9th) If you take those HD away, if it kept the exact abilities too the LA would come up a point or two because it is considered powerful for a creature of that level, (in this case 3rd or 4th level). However, alot of stuff may seem powerful in the beginning but become fairly "mundane" if you will after a few levels.
However, I would definately allow that as DM, in the long run after a couple of levels, it would not overpower fellow players IMO.
Ran into this one with a player (kept large size though and had to make a 9 level monster class for this). I would simply drop all of the racial HD and everything associated with it (feats, skills, BAB, saves etc). Droppin down to medium isn't to bad, just remember to re-adjust the Str bonus associated with it. Claw damage will go to 1d4 instead of d6. Possibly (up to you and DM) lower fly speed slightly.
All in all by doing at your looking at LA +2 so you could start off at 3rd level. Not to bad either seeing as some of the little quirks with Dragonkin could boost the LA to +3. Hope that helps.
Some extra info from Sage Advice (even though it isn't exact either lol)
Q: Dear Sage,
Does it take an action to give orders (or new orders) to summoned creatures?
--Don
A: No. You can communicate with a summoned creature using normal speech, which doesn’t take an action.
Q: Dear Sage,
Can the caster command a summoned creature to make special attacks, such as bull rushing or grappling? What about commanding it to deal nonlethal damage?
--Matthew
A: Yes.
As long as the caster is capable of communicating to the summoned creature, and as long as the creature is capable of carrying out the commanded action, the caster can give any command he wants.
Now I guess you could take this two ways and it goes back to your original question. 1 - You must be able to speak with the summoned creature (celestial creatures with an intelligence score of 3 I believe would speak celestial etc, earthen creature terran etc etc). Or...
2 - The basic meaning is that you are able to speak, as in not being mute, silenced, missing a tongue, bound and gagged etc.
I've always played with option 2 as I don't believe, in the instance of a cleric, the diety would place a beast in front of you that you couldn't communicate with.
I suppose it is up to the DM on how it works, once again option 2 for me.
I'll try and make this short and sweet, happened about a month ago. Playing a typical elven rogue and I was razzin my fellow half-orc comrade for an hour or two before some combat started. Of course I was given his character hell because of his orcish quips and it was great. So I step up to the plate to demonstrate my excellent archery skills by attempting to snipe a guard in a tower. I lifted my trusty elven double bow (two arrows nocked) and let them fly. The dice rolled true!
Thanks to the Pathfinder Critical Fumble deck, I shot myself in the foot with just not one arrow but two! We all had a good laugh on that one. :D
Also, I gotta throw one more in from last year, probably the groups favorite. I was playing a Paladin and my group and I were starting to delve into a cavern, which was pitch black of course. So our Rogue (which was in front of the party and I was behind him) makes a Listen check and suceeds slighly, the DM says you hear deep and heavy breathing. So not thinking strategically at the moment and being gun-ho the Paladin says, let there be light. To our delight we see a massive black dragon (being a paladin of Bahamut I'd say he was none to pleased). The next thing we saw was a great gout of acid flying at the group, of course striking the Rogue in front of me. We thought he made it but he forgot about the trap he triggered in the pervious room. lol.
Needless to say we defeated the dragon, but we had to carry ol Salim around in a commerative waterskin. :D At least we brought him back to town and gave him proper last rites lmao.
Found out I couldn't edit the post to fix the saving throws, but that's ok. Just thought I'd throw this out one last time to get any last minute information. If anybody has anything else, feel free to comment as I won't be looking at the thread pretty soon anymore. :D
Thank you two so far. Yes, the save progression was probably jacked slightly, I was trying to go off of memory and you are right, it needs to be changed, thanks for pointing that out.
Molech, thank's for the critique. Actually, the dragonwrack I put in as it was what came out of the book, I didn't add anything to the abilities at all on this. As far as the Armor thing, it is a ritual to make it, I was short on time so the flavor in the entry is lacking somewhat. I believe it is a 2 days per character level working the armor, without stopping besides eating and sleeping. When done it's got the stats of what I put in the first entry, only the champion could done it and if destroyed, could make some later. It can also be enhanced using the standard item creation stuff (to enchant the armor etc).
So that was my bad on time restraints but hopefully that little tidbit is helpful, everything else is pretty self-explainatory to most. With the selection of dragon for the armor, I think there may be two reasons for red (or 3 if you take into account what I put in before). The Young Adult selection would be ok but whites and blacks don't hold much of a candle to blue, green and reds at that stage. A juvenille red is actually much stronger than white and black at those categories, and blue and green are about the same. A little tweeking maybe and that can be fixed, I was up in the air about that one. Another flavor thing so peeps may remember over the years, I believe the reds scales are the most armor like and often described as steel plates. That may be another reason. Anyways, I'll edit the saves to get them correct and that's all i got for now, thank you two.
Well it's been a few days and I haven't seen much yet. I'm a little pressed for time, not badly but the sooner I get some feedback the faster I can get crackin with things. If anybody has time to check this out and get back to me, I's appreciate it greatly. :D, Just a reminder I guess lol. Thanks ahead of time.
Well, I suppose here is my rundown on this. I am a DM most of the time as well, so that part is not of worry at the moment lol. Keep in mind a few minor things may need adjusted, think I got the right progression for saves etc. Anyways here goes it:
Champion of Bahamut
Self-explanatory, j/k add flavor later, follower of the deity of good dragons who gains special abilities to combat evil.
Requirements
To qualify to become a Champion of Bahamut, a character must fulfill all the following criteria.
Alignment: Lawful Good
Race: Any
Sex: Any
Craft (Armorsmithing): 5+ ranks
Diplomacy: 5+ ranks
Knowledge (Arcana): 4+ ranks
Feats: Dragonfriend
Language: Draconic
Special: Must of single-handedly slain a Red Dragon of Juvenile or higher age.
Class skills
The Champion of Bahamut class skills (and the key ability for each skill) are: Bluff (Int), Concentrate (Con), Craft (armor) (Int), Craft (Weapon) (Int), Diplomacy (Chr), Heal (Wis), Intimidate (Chr), Knowledge (Arcana), Knowledge (Nobility/Royalty) (Int), Knowledge (Religion) (Int), Ride (Dex), Sense Motive (Wis).
Skills Points Each Level: 2+Int
Class features
Weapon and Armor Proficiency: Champion of Bahamut gains proficiency with Simple and Martial Weapons. Also gain proficiency with light armor, medium armor, heavy armor, and all shields (including tower shields).
Hit Die: d10.
Class Level BAB Fort Ref Will Special Spells per Day
1st +1 +2 +0 +0 Craft Platinum Armor, Immune to Frightful Presence, Smite Evil Dragon 1/day
2nd +2 +3 +0 +0 Dragon Senses, Imperious Aura, Hoard +1 Divine casting level
3rd +3 +3 +1 +1 Combat Feat, Platinum Scales
4th +4 +4 +1 +1 Dragonwrack, Smite Evil Dragon 2/day +1 Divine casting level
5th +5 +4 +2 +2 Bahamuts Grace, Hoard
6th +6 +5 +2 +2 Combat Feat, Dragon Senses +1 Divine casting level
7th +7 +5 +2 +2 Dragonwrack, Smite Evil Dragon 3/day
8th +8 +6 +2 +2 Platinum Scales, Dragon Senses, Hoard +1 Divine casting level
9th +9 +6 +3 +3 Combat Feat, Charisma Bonus
10th +10 +7 +3 +3 Dragonwrack, Smite Evil Dragon 4/day, True Seeing +1 Divine casting levels
Spell Progression: Champion of Bahamut gains a Divine caster level every even number level which adds a level to any existing Divine spell casting class, if the Champion of Bahamut has one.
Platinum Armor: you may forge armor out of the scales of a slain Red Dragon of at least Juvenile age. When completed, the scales change to platinum. You may only have one suit of Platinum Armor at a time & it corrodes away if anyone but you wears it. The armor has the following statistics: Armor bonus +8, max Dex bonus +4, Armor check penalty –1, 20% Arcane spell failure, no loss of movement, 25 pounds, considered Masterwork
Immune to Frightful Presence: The champion of Bahamut if Immune to the Frightful Presence of Dragons.
Smite Evil Dragon: The Champion of Bahamut may smite evil dragons (with any normal attack) 1/day beginning at first level. The champion of Bahamut gains more smite abilities as they level and can smite evil dragons 2/day at 4th level, 3/day at 7th level and 4/day at 10th. The Champion of Bahamut adds his Charisma Bonus to the Smite attack and his Champion of Bahamut levels to damage. This does stack with Paladin levels.
Dragon Senses: At 2nd level, The Champion of Bahamut will begin to develop Draconic Senses. At 2nd level the Champion gains low-light vision (2x as far as human), and Darkvision 60’. At 6th level the Champion gains 2x normal vision as human, low-light vision (4x as human) and Darkvision 120’. At 8th level the Champion gains Blindsense out to 30’.
Imperious Aura: At 2nd level the Champion gains Imperious Aura. This aura grants the Champion of Bahamuts Class level to Charisma checks when dealing with dragons and draconic creatures.
Hoard: The character is granted a pile of platinum coins from Bahamuts lair on Mount Celestia. The pile is equivalent to 200x Champions Character Level at 2nd level. 500x Champions Character Level at 5th and 800 x Champions Character Level at 8th. The character cannot spend this coin frivolously. (Basically used for good causes which include upgrading gear etc).
Combat Feat: At 3rd, 6th and 9th level the Champion gains access to a bonus feat derived from the Fighter Feat list and Draconic Feat that may be used to combat Dragons. The Champion still has to qualify for the feat normally.
Platinum Scales: The Champion skin becomes tougher and takes on a platinum sheen. At 3rd level the Champion gains a Natural Armor bonus of +1, or its existing Natural Armor improves by +1. At 8th level, the Natural Armor bonus is a total of +2.
Dragonwrack: Starting at 4th level the Champion gains the Dragonwrack ability. At 4th level whenever a Champion succeeds in striking an Evil Dragon, the dragons takes an additional +2d6 damage. Whenever an evil dragon strikes the Champion it will take 1d6 damage. Half of this damage is permanent hit point drain. At 7th level the damage increases to +3d6/1d6. At 10th it is increased to +4d6/2d6.
Bahamuts Grace: At 5th level the Champions gains a bonus to his saving throws equal to his Charisma Modifier when making saves against Evil Dragons. This does stack with a Paladins Divine Grace Ability.
Charisma Bonus: At 9th level the Champion gains a +2 Charisma Bonus
True Seeing: At 10th level the Champion gains True Seeing useable 1/day. Once activated, the effect last for 1 hour or until deactivated.
I personally like it alot. I have seen a few attempts online at this and if anybody thinks this is overpowering, you should have seen those ones. Things to keep in mind is that the earliest this could be taken is level 8, and yeah we got some nice stuff on here but by time you max out you'd be 18 at earliest and with that in mind, not to bad at all.
The one thing I took out requirement wise was the have two vows from BoED. I know it represented the dedication to Bahamut, but it was a little much. Dragonfriend is enough IMO to show dedication to the cause. The feat selection is a little more broad as well as most feats in BoED are not great, and I figured as it seems a little more combat oriented that the fighter/draconic feats would work better.
I also contemplated changed the slaying of dragon thing, to any chromatic of young adult or older (even it out for reds) but I like the idea that reds are supposed to be the epitome of chromatic, hence the greatest enemy and a greater test.
Hey all, just trying to get some opinions here and thoughts. Simple put, I think the gist of both of these PrC's are great, but IMO they suck in the long run.
I guess in a nutshell, I would like to know if merging the two classes into one (possibly removing a thing or two in the process) would be overpowering, at least to the general consensus. I think compared to alot of other prc's, these are weak. Just throwing it out there and I could maybe post quickly what I was thinking if that helps. Any input would be great, thank you.
Well I suppose that may be the only problem, I'm not knowledgeable on what creatures can be used etc. because of the copyright stuff.
The true neutrals (Pearl, Jade, Jacinith, Moonstone and Amber) were originally in the 2nd edition Monstrous Compendium Annuals I believe. I don't know if any 3rd edition versions were done at all (I know some if not all were converted at Enworld though and them guys do excellent work!)
As far as the Cloud goes, I forget the origin but I do believe it was used in the 3rd edition Tome of Horrors. WotC made it the Storm Drake in the Draconomicon and I was not impressed at all. Tome of Horrors version is nice though.
The Electrum is a Faerun based dragon that originally appeared in early Dragon Magazines and in 2nd edition Ruins of Myth Drannor. He's the one I was most wary about because of copyrighting etc. And I didn't mention the Faerun Yellow because it's gotten me into much trouble the past year or two lol :P.
Hope that Helps Monkeygod, also I did forget three more that I don't think would be a problem. I will cast a vote for the Yellow, Orange and Purple from the Dragon Compendium Annual, they are so rad!
Just wanted to quickley chime in and say I love all draconic themed monstrosities as they are the pinnicle of awsomeness for the game. That being said, these have my vote!
All of the Linnorm Dragons (with age categories except Midgard and Corpse Tearer, or if they are to be single beast, as long as they are the high powered primevil powerhouses they should be)
The true neutrals, being the Amber, Jade, Jacinith, Moonstone and Pearl dragons
I would like to see the Cloud and Electrum dragons (the Storm Drake from Draconomicon didn't cut it for me).
Also, the Hellfire Wyrm would be a nice one to redo. To my knowledge it's the only planar dragon without it's age progression and I would like to see that.
Also I'd rather not see any creature dropped but if it's for the better good, I'm all for it. Thank all of your guys, loving the Pathfinder stuff so far!
Exotic weapons gone? I would like the sound of that lol. Is that the general direction the paizo rpg is heading? Sorry for the dumb question but I don't get a lot of time reading every little aspect. That would be nice though. I never really got why training with any weapon in particular would be harder than others (Yes I know that may not be the case but it is in a way as well, would take as much time to master a staff (bo or otherwise) as it would to use a bastard sword one handed etc. Just my thoughts anywho. :P
Yeah i seen the "any one weapon" so i assumed it was any weapon no matter the type as well, just wanted some opinions to see if i was the only one who interpreted that sentence that way. Thank you all for much for your reply's thusfar :D
Just wanted to add in there that I love this addition. It wasn't but two months ago i raised the question of whether humans should get a free weapon proficiency (exotic or non) on other boards and I was quickly put to the kaboosh on that one. Nice to see it come to fruition though, thanks Paizo for that one.
Just had a quick question for anybody who can answer. Also sorry for doing a new thread on this but i simply couldnt' find much info on this after much searching. Maybe I just would like an official answer lol. Anyways, this free weapon proficiency for humans. I don't believe it was clarified anywhere on whether this was going to be from the simple and martial weapon groups or if it included exotic weapons as well. Does anybody know for absolutely sure what weapon group(s) this spans. Thank you in advance :D
Cool thanks, I will try and find that green ronin stuff, heading downtown today. I am probably mistaken but i could of swore there was something in dungeon. Perhaps I have the name wrong, lol. Thanks again.
Hello, just had a quick question for anybody. Does anybody know if their was a Witch Queen Prestige Class in Dungeon Magazine and which number that may have been, that's it :D Thanks
Well, I suppose that may be one facet I forgot about lol. Well we'll see what happens I suppose, just thought it would be nice. Once again I have a feeling I may be doing some of these myself, go figure, been doing that alot the past few years. Good point though Guennarr ;)
Guennarr, the only thing I'm going to say is that you said it yourself perfectly, "a rebalancing of the old 3.0". Well a stat change to 3.5 would surely probably fix that. Also I disagree with you in one small aspect. I am not to worried if a creature is a hit or a miss so to speak, I love all the creatures equally and ALL of them deserved to be restatted. Yeah, I may not use every one laid before me(and I know that, we thankfully have a plethora to choose from all sources) but it doesn't mean that the option is closed to me once the time comes for me to possibly use one. That's about it, juice :P
Well Ben that isn't what I wanted to hear, your right, but somehow I knew that is what I would hear lol. Well I also should add I am not talking about getting this done ASAP, i understand how busy they are, just thought it would be a nice idea in a few months. I know Razz likes to convert, and I am getting used to it as well, only thing I worry about is the officialness of it. But then again, your right. Everybody has their own worlds, and do their own things, make their own changes etc, I guess all I'm trying to say is that I like my official CRUNCH, just makes life easier. We will do what me must however, hehe.
I honestly do not care about 4e, and when it comes out if it does, really has nothing to do with Paizo doing a WE for updating the 3.0 creatures to 3.5. Just don't want this thread to go off topic here lol. So it looks like me and Razz would like to see it, anybody else (and please quit talking about 4.0 it's inconsequential at this time and I realize it was my bad for even replying to it in the first place lmao)
Just added my point because it was brought up by another (4e stuff). Just wanted to add once again though an update of the creatures would be very nice regardless, and I do not want to hear any excuses lol. Pwease Pwease provide an update somewhere down the road :P
Yeah i can hear what your saying there. I gotta be honest though, 4.0 or not, i really don't think i am going to bother. It was bad enough recollecting everything from the 2 to 3 move. We'll just have to see, it would be to be so extremely narly that my inner dork will not resist, but i have a feeling that will not be the case.
Hello once again all. First off I want to pre-emptively say sorry if this topic has been brought up already and to the possibility of missing it elsewhere. So....
I was simply wondering it has been discussed or brought up about maybe converting the 3.0 creatures from Dragon (and possibly Dungeon) to 3.5 stats. This could be anywhere but I would imagine a small Web Enhancement would do. Also I do not think it would have to be anything extravegant, but perhaps something similar to the conversion manual WOTC produced around the change where you all could just do the stat changes (so you wouldn't have to do a complete write up and it's the only information needed anyways). Just wondering, and thank you!
Good thing I seen this thread before posting a new one hehe. Anyways, I would like to see something of this nature, it may not be a DC II but maybe a Dragon Magazine Monster Compendium in general. That way if a DC II comes out it can be well balanced with various game material or what not. Either way, I'd love to see more of this type of stuff from you guys at Paizo if possible (hard cover books that rock!!). Main reason I'd like to see a monster issue though is for the simple fact that will probably be the only way we would see a lot of old Dragon (and possibly Dungeon) Creatures converted to the new rules. Trust me guys, we have monsters for days that haven't reached the new rules yet. Anyways, there's my vote lol, thanks
Hey all, just wanted to add to this post real quick. I was just skimming through last June's Dragon (ran across my letter to you all at Paizo that was printed)and I noticed that you did not answer that one question. I have been curious since I have had the DC. So, is their any half-dragon info on the orange, yellow and purple? Just would like to add if their is not any yet, maybe that could be added as errata or WE, it really wouldn't take much room to add or post somewhere? Thanks guys
I just wanted to add to the post. Thank you all for all your great work over the long years. I know on my part, everything you guys have done will be sorely missed. I really just cannot imagine this happening, it's almost tradition. Well, I won't rag the topic too much but THANK YOU ALL VERY MUCH FOR EVERYTHING YOU'VE DONE!!!
Well, I will still vote with age categories. It will give you more choices to battle the beast. I just can't imagine a trojanda with age categories and not a Linnorm. But if I remember correctly, the Dread and Midgard were single beast. However, I would like to see them either way. Even without the ages, i suppose you can always adjust them like any other creatures. If that is the course however, I agree with Razz, high level, and make sure all the abilities up to the great wyrm stage are included. So count me in, that would be very good and very cool. If the ferrous dragons do make it into a near issue, I think that is very rad and thank you all for that.
Off the subject of this thread but if anybody reads this, if you are registered to the WotC website, go to the Forgotten Realms Forum under Classes, Races, and Monsters and find the Yellow Dragon thread. Please read that thread and post your opinion or vote. Mr. Eytan Bernstein is questioning whether or not to make a web enhancement for Dragons of Faerun which would include the Yellow Dragon, and possibly the Electrum or Cloud etc (whatever other one(s). That's about it, thank you.
Wow really? I did not know that. I know sometimes the creatures get name changes just likes spells etc, but that really kinda sucks. I don't know if I can accept the storm drake as the Cloud Dragon. Craziness. Well good to see everybody wants the linnorms as well. Speaking of age categories, I really wish ALL LINNORMS kept theres, maybe the first three should be republished with the missing ones with their age categories. Me thinks that would be better :D
Hi, here i am to harass you guys once again. Obviously most people would like to see all old creatures updated to 3rd edition. Now, along with my other dragon fanatics, these two seriously need published and since WOTC doesn't seem to want to bother with it..... you should. The Yellow Dragon (Faerun based, not the once in your compendium, there were two varieties) and the Cloud Dragon. Also, where are the rest of the Linnorms??? Why did they only print three and leave the rest out? Anyways, lets get the others back in action. Also, the so-called true neutrals Amber, Jade, Jacinith, Moonstone, and Pearl. How about the Electrum Dragon from Forgotten Realms as well? That's about all I can remember, they all were mainly present in 2nd editions Monstrous Manual and the annual compendiums, i figure they got the most exposure but i could be wrong. Just seeing if anybody else agrees and post opinions. If the Dragon guys read, please take into consideration because I speak for many (and you've heard from me before hehe) Thanks
ND
Full Name
Belgraen
Race
HP: :AC: 50 :Perc+37
Gender
Mythic Power (5/day, Surge +1d6) - 0/5
Size
Medium
Age
4000+
Alignment
NG
Strength
16
Dexterity
33
Constitution
14
Intelligence
43
Wisdom
28
Charisma
16
About Belgraen
Grand Magister Belgraen
Race: Elf "Leshay"
Role/Titles/Orgs:
Alignment: LN (Keeps his word, pays his debts, loves his homeland. However, his extremely long lifespan has given him perspective regarding the greater good.)
Role: Magical multitool, Knowledge monkey, problem solver, facilitate the parties ability to kick a**
Titles: Archtheurge, General of the queens army, Fiendscourge, Master of the Green Tower, the all knowing, The Everliving, Kyonin’s finest, Queen Telandia Edasseril
Organizational Affiliations:
Organizational Affiliations:
Member: Green Faith, Pathfinder
Allies: All those loyal to Kyonin, Eagle Knights
Opposes: Aspis Consortium, Red Mantis, Whispering Way
Languages: Common, Elven, Draconic, Aboleth, Abyssal, Aklo, Aquan ("Tongue of the Sea"), Auran ("Tongue of the Heavens"), Celestial, Dark Folk, Draconic, Dwarven, Giant, Gnoll, Gnome, Goblin, Grippli, Halfling, Ignan ("Tongue of Fire"), Infernal, Necril, Orc, Protean, Sphinx, Sylvan, Terran ("Tongue of Earth"), Treant, Undercommon
FORT: +23 (+12 Clr +3 Mnk +1 AA +5 AP+2 Con)
REF: +26 (+6 Clr +3 Mnk +1 AA +5 AP+11 Dex)
Will: +30 /+38 Vs Mind (+12 Clr +3 Mnk +1 AA +5 AP+9 Wis) (+8 VS Mind affecting via Mindblank)
Mindblank (Daily Cast)
Detect Scrying (Daily Cast) (40’radius. Opposed CL to get Image, direction, & distance)
Endure Elements (Cast Daily)
False Life (cast Daily. 2d10+20: Avg 30)
Nine Lives (Cast Daily: Multiple effects up to 9X/d)
Aura Sight (Permanency)
Fire immunity (Domain)
Electricity immunity (Domain)
Cold & Acid Resist 30 (Shield)
Spell reflect 1/d (Shield)
Fast healing 6 (Quickling)
Extra Move action (Quickling, doesn’t stack with haste)
Determination (Breath of Life contingency via Shield)
Lightning Stance: 50% concealment when taking two move actions
Wind Stance: 20% Conceal vs ranged when move 5ft
Spells and SLA:
All eligible spells and abilities can be quicked via Quickling
Spell DC = 10+Spell Level + Casting Stat
VS SR =1d20+CL
**** = Spell has been cast for the day
Wizard CL23 (20+2 Trait+1 AA)
Teleport school (Enchantment restricted)
VS SR 1d20+33 (23 CL +2 Elf +4 Spell penetration and greater+4 Kimono)
0- (4) DC=26
- Detect Poison
-Prestidigitation
- Read Magic
- Disrupt Undead
1- (4+4 Bonus+1School) DC= 27
S-Obscuring Mist
- True Strike
- True Strike
- True Strike
- True Strike
- True Strike
- True Strike
- True Strike
- Blood Money
2- (4+4 Bonus+1School) DC=28
S-Alter Summoned Monster
- Alter Summoned Monster
- Alter summoned Monster
- Extended Shield
- Extended Shield
- Mirror Image
- Gust of Wind
- Protection from Arrows
- Protection from arrows
3- (4+4 Bonus+1School) DC=29
S- Mad Monkeys
- Servant Horde
- Extended Mirror Image
- Extended Mirror Image
- Fireball
- Fireball
- Fireball
- Fireball (Merciful)
- Fireball (Merciful)
4- (4+4 Bonus+1School) DC=30
S-Phantom Chariot
- Emergency Force sphere
- Emergency Force sphere
- Emergency Force sphere
- Emergency Force sphere
- Control Summoned Creature
- Greater False Life (21 hr 2d10+20)****
- Detect Scrying ****
- Greater Make Whole
5- (4+3 Bonus+1School)DC=31
S-Duplicate Familiar
- Extended Terrible Remorse
- Extended Arcane Eye
- Telepathic Bond
- Sending
- Wall of Force
- Overland Flight **
- Permanency
6- (4+3 Bonus+1School) DC=32
S- Getaway
- Intensified Merciful Fireball (15d6 Subdual)
- Reach Calcific touch (320’ Medium Range 110’+10’/CL)
- Antimagic field
- Antimagic field
- Antimagic field
- Disintegrate
- Disintegrate
7- (4+3 Bonus+1School) DC=33
S-Mages Magnificent Mansion
- Limited Wish
- Control Construct
- Project Image
- Finger of Death
- Symbol of Stunning
- Teleport Greater
- Reach Calcific touch (840’ Long Range 400’+40’/CL)
8- (4+3 Bonus+1School) DC=34
S-Wall of Lava
- Polymorph Any Object
- Polymorph Any Object
- Horrid Wilting
- Symbol of Insanity
- Greater Prying Eyes
- Dimensional lock
-Mindblank **
9- (4+2 Bonus+1School) DC=35
S- Teleportation circle
- Freedom
- Timestop
- Timestop
- Mages Disjunction
- Prismatic sphere
- Time Stop
Cleric CL 20
VS SR 1d20+30 (20 CL +2 Elf +4 Spell penetration and greater+4 Kimono)
0- (4+1 Domain) DC =19
- Create Water
- Detect Magic
-
-
1- (4+1 Domain+3 Bonus) DC=20
D- Obscuring mist
- Endure Elements ****
- Ant Haul
- Air Bubble
- Divine Favor (+3 Luck Attack & Dmg 1 min)
- Known Enemy (1 min cast: +10 insight to knowledge about monster encountered that day)
- Cultural Adaptation
- Command
2- (4+1 Domain+2 Bonus) DC=21
D- Fog Cloud
- Extended Protection from Evil (42 Min)
- Extended Protection from Evil (42 Min)
- Pilfering Hand
- Status
- Alter Summoned Monster
- Terrible Remorse
- Terrible Remorse
3- (4+1 Domain+2 Bonus) DC=22
D- Fireball
- Blood Biography
- Agonizing Rebuke
- Create Food and Water
-Locate Object
- Stone Shape
- Stone Shape
4- (4+1 Domain+2 Bonus) DC=23
D-Sleet Storm
- Extended Circle of protection vs Evil (7 hours)
- Extended Circle of protection vs Evil (7 hours)
- Extended Circle of protection vs Evil (7 hours)
- Sending
- Sending
-Tongues
5- (4+1 Domain+2 Bonus) DC=24
D-Call Lightning Storm
- True Seeing
- True Seeing
- Summon Monster V
- Summon Monster V
- Pillar of Life
- Life Bubble
6- (4+1 Domain+1 Bonus) DC=25
D- Fire seeds
- Extended Summon Monster V
- Word of Recall (Kyonin Mansion grounds)
- Greater Dispel Magic
- Greater Dispel Magic
- Wind Walk
7- (4+1 Domain+1 Bonus) DC=26
D- Control Weather
- Intensified Heal (200 Pts)
- Intensified Heal (200 Pts)
- Holy Word
- Regenerate
- Planar refuge
8- (4+1 Domain+1 Bonus) DC=27
D- Incendiary Cloud
- Frightful Aspect
- Nine Lives ****
- Holy Aura
- Firestorm
- Symbol of Dispelling
9- (4+1 Domain+1 Bonus) DC=28
D- Elemental Swarm (Fire)
- Summon Monster IX
- Summon Monster IX
- Gate
-Miracle
-Astral Projection
Wild Arcana & Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Cast Daily-
Mindblank (Daily Cast)
Overland Flight
Detect Scrying (Daily Cast) (40’radius. Opposed CL to get Image, direction, & distance)
Endure Elements (Cast Daily)
False Life (cast Daily. 2d10+20: Avg 30)
Nine Lives (Cast Daily: Multiple effects up to 9X/d)
Contingency – Heal on self if fall unconscious due to HP loss
Fire Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).
Storm Domain Spells:1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—call lightning storm, 6th—sirocco, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Tele Wiz:
Summoner charm: +10 Rounds & 1 permanent summoned creature
1 - Shift Swift Teleport 50 Feet 19 x/d
8- D Door 500’/D (30X20)
Cleric:
Channel Energy 10D6 30’ Will for half DC =23
Fire:Fire Immunity, Fire bolt 30’ 1d6+10 12/d(3+wis)
Storm: Electricity Immunity,
Storm Burst: 30’ ranged touch 1d6+10 nonlethal -2 attacks 1 rd 12/d
Gale aura 30’ high winds = Difficult terrain and cant move toward 20 Rds/d
FOCI:
Many of these foci are strung together on a charm bracelet-like chain.
Permanently shrunk summoning circle
A Dart (0)X
a ruby and gold lens (1500)X1
Ivory Statue (1500)X1
Ivory Pieces (50)X4
Ivory Door&Polished Marble&Silverspoon (15)X1
Mini Plat Sword (250)X1
Gem (100)X2
Ivory Plaque (50)X1
Pair of dog statues (50)X1
Silver Mirror (1000)X1
Jade Circlet (1500)X1
Black Saphire (25000)X1
Onyx Sphere W/ Toe (50)X5
Mini Shovel (10)X1
Crystal Lense (100)X1
Forked Metal Rod (500)X1
Mini Target Siege Engine (10)X1
Mithrill Daggers (502)X4
Platinum Rings (50)X2
Platinum Monicle (100)X1
Total Foci Cost 39343
Material Components:
Jacinth (1000)X10= 10000
Crushed Black Pearl (500)X5= 2500
Lab Supplies (1000)X3= 3000
Ruby Dust (500)X5= 2500
Diamond (1500)X3= 4500
Prepared clay disk (Kyonin Mansion Grounds) (1500)X2= 3000
Powdered Ruby (500)X20= 10000
Powdered Diamond and Opal (1000)X30= 30000
Crushed Pearl (1500)X1= 1500
Amber Dust (1000)X5= 5000
powdered diamond, emerald, ruby, and sapphire dust (5000)X1= 5000
Gem (1000/HD)X0= 0
Eye Opintment (250)X20= 5000
Incense (250)X10= 2500
Gold Dust (50)X20= 1000
Diamond (25000)X0= 0
Saphire (1000)X5= 5000
Ruby Dust (250)X3= 750
Powdered Adamantine (1000)X5= 5000
Powdered Lead and Platinum (250)X2= 500
Special Ink (500)X5= 2500
Total Material Component Cost 99250
Researched Spells:
SERVANT HORDE (Pending DM Approval)
Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Invisible, mindless, shapeless
servants
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
As you complete this spell, you sense a
number of invisible entities form around
you.
This spell creates a number of unseen
servants (PH 297) equal to 2d6 +1 per
level (maximum +15).
Material Component: A small stick to
which many lengths of knotted thread
are attached.
Knowledge Gauntlet is used when a knowledge check is needed, but specific knowledge is unknown. This allows me to roll all and let the DM pick the appropriate skill.
Total gold: 1.2 Million
Breakdown:
Total cost of Gear – 1,014,725
39343 – Total Foci Cost
99250 – total Material Component cost
2082 – Diamond Dust
3450 – Lose Gold
Amount in “()” = Cost
*=Crafted
100,000 GP in Diamond Dust
40,000 GP in Miscellaneous Foci/ Spellcasting gear TBD
(100) Holy Symbol Tattoo (Primal elemental forces)
Total Scroll Cost for Spellbooks - (476,575)
(78, 000{+8 128K-50K}) +5 Longbow (+5 via AP) (Distance +1 )(Endless Ammo +2 AP)
Spellbooks – Contains all wiz spells
(37,500)Blessed Book X6 (6,250gp Each) (Sets of 3) One set is kept on Belgraens Alpha Node plane where his body is. The second set is held by an animated object (small chest on a book stand) and imprisoned in a secret location on the prime material plane known only to Belgraen )
Each book has the following.
- Adamantine Superior Arcane locked lock (DC:50)
- Book Ward (recast on a set schedule. Extended = 50 days)
- Arcane Mark
-Instant Summons (Gems stored in personal plane) (6,000 in Gems total)
- Alarm (mental) (Made permanent through Blood Money)
-Secret Page – Books appear to be a discussion on the various treaties of the blood war
- Sepita Snake Sigil – On all title pages and cover (Cost subsumed via blood money)
-Symbol of Scrying (Permanent Via Blood Money)
MW thieves tools
Amulet of Travel: Combination of (60,000*) Amulet of the Planes and (108,000*) Command word teleport without error. Technically it should be 75% of the cost of the planshift ability, but I simply added the two costs.
(33,500 GP) Otherworldly Kimono +5 AC (33,500), (+5 AP)
(45,000*) Mantle of Spell Resistance 21
(82,500GP) Mithril Buckler +8 AC (+1 +7 AP) (1005) Greater Energy Resistance 30 Cold (+33K*),Greater Energy Resistance 30 Acid (+33K*) Determination (15,000*)
(5000*) Mask of 1000 Tomes
(27,500*) Cloak of Etherealness
(1250*) Ring of Sustenance
(37,500*)Ring of Telekinesis
(25,000*) Rod of Absorbtion
(5,500*) Rod of Cancelation – Stored in sealed metal case
(2,500*) Immovable Rod
(1000*) Handy Haversac
(2700*)Eversmoking Bottle
(4000*) Goz Mask (Elemental Fire Lord)
Pearl of Power:
(10,000*)1 X 20
Notes:
Pearl of Power Mkt Costs: 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th)
Wand Costs
Spell Level Cleric, Druid, Wizard
0 375 gp
1st 750 gp
2nd 4,500 gp
3rd 11,250 gp
4th 21,000 gp
Scroll Cost
Spell Level Cleric, Druid, Wizard
0 12 gp 5 sp
1st 25 gp
2nd 150 gp
3rd 375 gp
4th 700 gp
5th 1,125 gp
6th 1,650 gp
7th 2,275 gp
8th 3,000 gp
9th 3,825 gp
Loot:
GP -
Homunculous Familiar (Name TBD)
(1050*) Base Cost
Tiny Construct Effective HD 20
Movement 20’ or 50’ Fly
Str 8
Dex 15
Con --
Int 15
Wis 12
Cha 7
Senses: Darkvision 60, LLV
AC 24 T:14, FF: 22 (10+2 Size, +2 Dex, +10 Natural)
HP: 124 (1/2 Masters)
SR : 30 (Master level +5)
Fort: +16 (16Master Base, +0 Con)
Ref: +12 (10Master Base, +2Dex)
Will : +22 (21 Master Base +1 Wis)
BAB: +15 (masters)
Bite +17 (+15 Base +2 Dex) d4-1 +poison—injury; save Fort DC 20 (DC 10 + 1/2 the poisoning creature’s racial HD + the creature’s Con modifier); frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Improvements:
(500) Speech
(4000) Extra Eyes – All Around Vision + 4 Perception
SLA:
(1000)Mage Armor 2/d
(8000) Non-detection 1/d
(1000) Sanctuary 2/d
Telepathic Bond: The process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.
Skills via Master (Update with Familiar Stats)
*Indicates Class
Familiar Benefits
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 empathically 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.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
A construct possesses the following traits (unless otherwise noted in a creature's entry).
• No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
• Low-light vision.
• Darkvision 60 feet.
• Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
• Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
• Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
• Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
• A construct cannot be raised or resurrected.
• A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
• Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
• Proficient with no armor.
• Constructs do not breathe, eat, or sleep.
[/spoiler:
[spoiler=Loot]
Polgara Gem –Safely stored in demiplane
Mythic:
Tier 1
Mythic power gained via mana-well
Dual Path Archmage/Hierophant
Mythic Power (5/day, Surge +1d6) - 0/5
Arcana:
-Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
-Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Path Abilities:
-Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Mythic feat: Dual Path
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Feat/Power/Ability Descriptions:
Steward of the great beyond:
Benefit: Whenever a creature attempts to use a teleportation effect or summon a creature within 30 feet of you, you may attempt to block the effect. Make an opposed caster level check (1d20 + caster level) as an immediate action. If the check succeeds, the spell or effect fails and is wasted; otherwise, it is unaffected. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th.
Acadamae Graduate (Local)
You have graduated from the magical acadamy.
Prerequisites: Specialist wizard level 1st, cannot have conjuration as a forbidden school.
Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.
Determination
Aura moderate conjuration; CL 10th; Weight —; Price +30,000 gp
DESCRIPTION
A shield or armor with the determination special ability provides the ability to fight on even in the face of seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, breath of life; Cost +15,000 gp
Trait:Trap Finder
Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.
Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Lightning Stance: The speed at which you move makes it nearly impossible for opponents to strike you.
Prerequisites: Dex 17, Dodge, Wind Stance, base attack bonus +11.
Benefit: If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
Wind Stance:Your erratic movements make it difficult for enemies to pinpoint your location.
Prerequisites: Dex 15, Dodge, base attack bonus +6.
Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.
Gear descriptions:
Kimono, Otherwordly
Aura strong conjuration; CL 15th
Slot body; Price 67,000 gp; Weight 1 lb.
DESCRIPTION
Embroidered images of cherry blossoms and cranes in flight adorn this blue silk kimono.
The wearer can move and reposition these images on the kimono at will. The kimono grants its wearer a +4 resistance bonus on all saving throws and a +4 bonus on all caster level checks.
Once per day, the wearer can capture a single creature within 60 feet within the kimono (no save), shunting the victim into an extradimensional space similar to that created by a maze spell. Inside this otherworldly prison, the maze appears as an endless cherry orchard filled with "walls" of windblown cherry blossoms and cranes flying overhead. Each round on its turn, the victim inside the kimono may attempt a DC 20 Intelligence check to escape the kimono as a full-round action. If the victim doesn’t escape, it is released after 10 minutes, returning to where it had been before the kimono drew it in. If this location is occupied by another creature or a solid object, the subject appears in the nearest open space.
Whenever a creature is drawn inside the kimono, the victim’s image temporarily manifests as another embroidered design among the kimono’s other images. While a victim is trapped inside, the kimono’s bonuses on saving throws and caster level checks are increased by 2 (to +6). The kimono’s increased bonuses return to normal when the victim is freed or released.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Heighten Spell, maze, resistance; Cost 33,500 gp.
Leshay “race:
Belgraen was once a standard elf. Over time he became obsessed with the Leshay of legend. So much so that over the time he was able to transform himself through magic ritual and well worded wishes.
"Leshay" "race" is as follows:
- Standard Elf - 10 RP
-Advanced Int +6 - 15 RP
- Advanced Dex +4 - 9 RP
- See in Darkness - 4 RP
- Quick Reactions (improved initiative) - 2 RP
Plus the Quickling template “paid” in the class levels
Creating a Quickling
“Quickling” is an acquired or inherited template that can be added to any living creature (referred to hereafter as the base creature). A quickling creature uses all the base creature's statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +3.
Initiative: A quickling gains a +4 bonus on Initiative checks.
Armor Class: A quickling gains a +4 dodge bonus to Armor Class.
Defensive Abilities: A quickling gains fast healing 1 plus 1 for every 5 racial HD it possesses.
Weaknesses: A quickling has the following weakness:
Aging Vulnerability (Ex) (as an immortal Belgraen still ages, but it has no particular effect on him)
A quickling takes 50% more damage from aging effects, including the number of years aged.
Speed: Each of the base creature's speeds is quadrupled. If the base creature has a fly speed, its maneuverability increases two categories (maximum perfect).
Special Attacks: A quickling retains all of the base creature's special attacks and gains the following.
Rapid Actions (Ex)
A quickling gains one extra attack or move action each round. This does not stack with other haste effects.
Quickling Casting (Ex)
All spells and spell-like abilities a quickling creature has can be cast as a swift action if it has a casting time of 1 round or less. Those spells and spell-like abilities with longer casting times have their casting times reduced to 1 round and take an attack action to cast. This ability cannot be used with the Quicken Spell or Quicken Spell-Like Ability feats.
Abilities: Dex +8.
Skills: A quickling creature gains a +4 racial bonus on Perception checks and a +10 racial bonus on Acrobatics checks.
Feats: A quickling creature gains Dodge, Mobility, Quick Draw, and Spring Attack as bonus feats.
Special Qualities: A quickling gains the following.
Rapid Aging (Ex)
A quickling ages 4 years for every 1 year that passes.
Belgraen is ancient even for an elf. His exact age is not common knowledge, but mentions of him can be found in writing dating back over 4000 years.
Belgraen seems to be everywhere. This is in large part to his network of Simulacra that act on his behalf across the multiverse. (See below)
In person he’s much of what you’d expect from an archmage and some not. Calm, collected, Supernatually intelligent. However, he’s also quick with a joke. His sense of humor is a bit dark, but he rarely follows through with promises to turn people into woodland animals.
He is fiercely loyal to his homeland and has been known to both work quietly and loudly to protect its interests as the situation warrants.
For all his power, he understands his limitations. However, he’s always looking to expand his power and thereby reduce his limitations.
Belgraen is NG. He acts for the greater good as much as possible, but understands the need to cross the line when necessary. Overall he’s a kind and jovial type, but doesn’t suffer fools. He makes a distinction between actual ignorance and willful ignorance. The former he is kind to and the latter less-so.
Holdings: :
[The green tower: There are many schools of magic in Golarion, but none so coveted by potential students than The Green Tower. Located in the heart of Kyonin the Green tower is an obelisk of immense sixe that towers into the sky, towering above the largest treetops. The exact location is two days ride from the Elven capital.
Various Demiplanes
A manor house in the Kyonin capital: A gift from an long passed Elven king. This is where Belgraen stays when he has business requiring him to be in the capital for long periods. The house is well maintained, but Belgraen rarely visits. Hasn’t made an appearance in the last 200 years or so.
Allies, Demiplanes, etc:
Work in progress, but so far:
Milani – Cohort, Master chef and potion maker / Spymaster (Specifics TBD, but I think Clonemaster Alchemist)
The Howling Storm (Truenaem creature) – Elder Lightning Elemental
The Guardian – The Uber-guardian of The Path. Details TBD
Intelligence network – Over the centuries Belgraen has set up a Pyramid shaped network of spies and informants all over the planet/multiverse. Many are humanoids, but not all. His network includes awakened animals & plants, simulacra of himself and others, and more esoteric things. They remain mostly unknown because they pass messages via telepathy. Each agent is connected to the network via permanent telepathy. The telepathic pyramid scheme has a series of handlers, each with multiple agents, eventually working themselves up to the spymaster, Milani. Milani is the only one directly connected to Belgraen Telepathically. He only disturbs Balgraen if he cannot handle a situation himself.
Simulacra – Belgraen has an unknown number of simulacra. Many of which are telepathically connected to Belgraen so that he might “be in more than one place at a time.” The simulacra handle the majority of situations and Belgraen gives instructions on what needs to be done.
Demiplanes (Greater)
Note: Only The Path is common knowledge.
- The path: network of permanent gates connecting strategic points on Golarian. Timeless plane where magic above 3rd level is restricted unless one possesses the Belgraens arcane mark. Any who behave and pay the toll are free to use The Path. However, The Guardian has several tricks to bar the entrance of any group or individual he chooses. There’s a toll at the entrances that varies according to reason for travel and ability to pay. A peasant visiting a sick relative may be allowed to travel for free wherein a wealthy merchant wishing to move goods across will be charged heavily.
- Alpha Node: Small Secret demiplane where Belgraens true body stays. (More details on that later)
- The Green Tower: The Green Tower is a demiplane attached to the aforementioned obelisk. This large (multiple castings) demiplane is a training ground for elite casters. A demiplane is used both for the opulence and the safety of others. Here is where the high-evel secrets of magic are shared with the chosen few who are deemed worthy.
- The Estate: This large demiplane (multiple castings) is Belgraens home as much as anything is. There is a large mansion and expansive grounds. This is where Belgraen escapes the world for a time, entertains guests, and provides sanctuary for those worth who ask for it.
- The Pit: The Pit is actually a series of demiplanes designed to contain creatures and things of great magical power. The first demiplane is a 50’ square demiplane is a horizontal portal in the center. This first plane has the timeless feature in regard to magic. In this plane is a 20’ portal in the center. This portal leads to a greater demiplane with the null magic trait. The portal is 500’ square and the portal sits at the top of the spherical null magic plane. The first plane has a number of protections and devices to cover and protect the portal as well as a spool of endless rope which can be used to lower into the null magic plane should something need to be retrieved.
- There are other demiplanes of various uses around Golarion and the multiverse that Belgraen has established for favored Allies. Multiple Bountiful demiplanes around Kyonin to augment the food stores in times of war, for example.
Death prevention methods:
The nature of all of the below information is known to none, but Belgraen. He has taken painstaking measures to prevent discovery. He makes copious use of Mages private sanctum and Mind Blank to prevent such intrusion.
Belgraen keeps his latest body in a very private demiplane that he has labeled the Alpha node. He interacts with the world through a projection via the Astral Projection spell. He often doesn’t return to his body for years at a time unless he has a specific need to change out his magic items. Should Belgraen’s projection be destroyed he reverts to his alpha node body.
If for whatever reason his alpha node body is destroyed his soul will be shunted to one of three cloned bodies currently being protected and preserved in The Estate Demiplane.
Should all three of those clones be destroyed he has another stored in a sealed room of his Kyronin estate house.
Rod of Belgraen:
Mildly morphic- The user can will the rod to change It’s basic shape and appearance. It can grow a maximum length of an 8 foot staff or reduce the length to three inches. If used as a weapon in any form it functions as a staff (quarter, long, etc). Additionally the rod can take the basic functionality of small pieces of jewelry such as a torc, necklace, or bracelet and retain it’s abilities. However, such forms use up an item slot as appropriate. Further the wielder can will the rod to make any cosmetic only changes as he could imagine.
Instant Summons: As a full round action Belgraen can concentrate to create an effect identical to the Instant Summons spell to call the rod to himself.
Auto-still spell – When holding the rod spells are automatically modified as if they were still spells without changing the spell level.
Arcane Blast – the Rod grants the weirder the use of the Arcane blast feat. The welder simply aims the rod and wills stored spell energy through it to be transformed and expelled as destructive arcane energy. Further, a user can use the energy of a 0 level spell to cause the arcane blast effect. In this case the ray does 3d6 points of damage.
Further, when used as an optional additional focus the rod changes the function of certain spells as below.
-Polymorph any Object - Spells that user can mimic are changed as follows: alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, and plant shape III
-Greater Prying Eyes - the rod can see through 1 eye as as they go about their scouting, switch eyes as a move action, and can telepathically change the instructions to all eyes as a standard action.
-Freedom - the rod weilder can cast this on herself and/or wielder even while imprisoned.
-Telepathic bond - When cast the rod weilder can choose to include himself in the bond and this does not count towards the maximum number allowed by the spell.
- Project Image: Range changes to Unlimited and duration to 1hr/level. However, line of effect must still be maintained. Further the caster can create the image in any location that he is very familiar with (per teleport)
Leadership:
Leadership Score+31 (25 Lvl +3 Cha +2 Great Renown, +1 fairness and Generosisy, +1 Special power, -1 Aloofness, -2 Has Familiar, +2 Stronghold)