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Pen2paper's page
RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter. 103 posts. No reviews. No lists. No wishlists. 1 alias.
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My question is more centered on "words" that are used in the entries. Have you come across anything that you didn't know what it was and therefore had to look it up?
Or
Did you get a new perspective from a word or idea that you might have always thought used one way that the item allowed you to venture into new areas with?
I have found a few combinations of words put together (especially in the names of items) I never thought would go together. That doesn't mean they are wrong just interesting use of language.
Was curious in your adventures in voting have you found any of these also?
Ok these are a few things to discuss.. good things to look at verses the item itself. I know a few items have educated me on some cool new words.

To not be a spell in a can and yet have an associated spell that allows the magic to function in the items.
*Example: Broom of Flying (Uses the Fly Spell)*
Boy wouldn't that get auto rejected.
Ok so moving on to what is a cleave use of spell association to your item.
*Example: Cloak of Elven Kind (uses Invisibility yet does not offer the wearer anything but a +5 circumstance bonus)*
My thought on this is the magic is certainly not at its most potent when its used continuously therefore you’re getting a weaker version. That makes sense when you’re thinking through your Spell association.
Ok back to what matters- your item:
You want to make a time piece that when you stop the hands it freezes time. Granted there could be a argued case that this is a spell in a can (Time Stop) and you would of course have to use that as the backbone of your items association but how crafty will you be with your “freezing of time” conditions? That is what will difference your item from being a spell in a can.
*Examples: It doesn’t stop time it instead slows it for others and allows you to move at a normal pace. Meaning it “Slows” your enemies (within a certain range) and “Hastes” you for a certain timeframe and certain number of times before you break the darn thing.* (spell associations would be "Slow" spell and "Haste" spell) or "Time Stop" with the idea that the holder of the timepiece is not affected by the slowed time.
This is just some loose thoughts around the trap of "Spell in a Can".
I found while crafting my item this year a ton of problems regarding spell association because frankly, there is -no spell- that covers what my item will do. So associating it was extremely tricky. How on earth can any of these spells work??? Crafters beware of this trap.. and look at my example above of the Cloak of the Elven Kind. Use the principle of a spell structure and don’t get locked into the exacts of the spell. When it is placed into an item the affects can change or become different based on the crafters ability (He must be lawful, Evil, have Alchemy, Knowledge Time, or an elf).
I know this post will of course get its share of bashes but for the newbie starting off and confused on how to spell associate I offer the above advice.
Also please consider the spell level is not the caster level. The spells level your associating it with must be cross referenced to what level of caster you have casting the spell.
*Example: Invisibility is 2nd level spell but takes a 3rd level wizard to cast it.*
Hope the above helps and good luck in the comp!!!
Stats for a Hooked Spear.
As used in 19th century China or carried by Mordred -Excalibur version-into battle). The Weapon might vary in length from a larger 5 foot long version to a shorter 4 foot long version used for close quarter combat.
My thought is this would be in 2 varieties:
A)
One-Handed Martial Weapon-
Short Hooked Spear (1D6, X3, 20) weight 5 pds, attributes: Block, Trip and Disarm.
B)
Two-Handed Martial Weapon-
Hooked Spear (1D8, X3, 20) weight 7 pds, attributes: Block, Trip, and Disarm.
What are your thoughts?
Thanks for your input--

The Lost City of the Sun
Adventure idea for characters of 8-12th level
Forward:
This module is for use with Pathfinder 3.5 Edition. The ideas within are the base for a module (and adventure hooks) which can be integrated into any campaign setting. I created this module for my own campaign setting based in the desert regions of The Inner Sea region but you can move this to your own location as needed. A note on the magical item called: The Diamond Cast Bottle of the Wishmaker: This item can be very dangerous to a campaign and is not designed for your party members to use but can be To avoid this item causing massive chaos to your structure please use every attempt to inform the party of the dangerous nature of the item by way of NPCs. A Note on the Blade of insidious wound: This weapon is very challenging on a DM and I suggest that the weapon crumble to dust once it sees the light of day. How you deal with it, is up to you.
Adventure Hook:
Sah’don Sultan of the city of (“Enter Location”) beckons’ to local heroes with a large reward for the recovery of a very simple item from in the ruins near the Shimmering Oasis of Amet. He extends his welcome by a royal feast and honors those that arrive. Showing them his vast wealth and appreciation for fine wines from far away as well as exotic entertainments. It is during the entertainment that the Sultan begins to tell his guests about what he desires. “Long ago as rumor might have it, a bottle was crafted from Diamond blown glass. In it was trapped an Efreet capable of providing the owner with wishes beyond one’s vast desires. Of course the magical properties of the Bottle mean nothing to me as I am an art collector more fascinated by the idea of blown diamond like glass. I can only imagine its value and wish to add it to my collection of rare artifacts. In the legends I have heard, this is a two chamber bottle which has one side filled with sparkling smoke said to be the side which the Efreet inhabits. The other side is empty unless someone uses the bottle. So be mindful I wish that side of the bottle to be clean when I receive it. Also if the legends are true know an Efreet is a terrible being that is born to lie. Use the bottle not, for your own best interests.” His advisor Habanasus, will then enter and produce a small gift for the party for spending time listening to the Sultan’s plea. He provides 1 small pouch containing 20 gemstones worth 20 gp each.
(If the Party Agrees)
The Sultan tells them of the location. “Away in the south three leagues or so into the desert you will find the Shimmering Oasis. I have a guide that will escort you there. As for the location of the ruins those are lost but the tips of the ancient buildings. You should investigate the area until you come across them and then you will need to dig for an entrance into the ancient city to find where the Bottle is hidden. Legends speak of it existing in either the Temple of the Sun or in the Chamber of the long dead princess Mat’tekke the last of the ruling line of those that once existed in the lost city under the sands. It is rumored that the city once was dedicated to the sun and a great fortune was invested in the city but it had little forces to defend it. Its people being builders and lovers of gardening knew little of war. When raiders from the north came into the city it was easy for them to kill the inhabitance and topple the great artifacts dedicated to the Gods. Taking all of the wealth they could find they rode to the Shimmering Oasis and then on to other cities. It was at the Shimmer Oasis not long ago a scroll was found that documented the event. It also mentioned that the city had locked away its greatest treasures in a tomb, sealing away their Princess with their wealth. The Raiders could not get through the vault nor a vault in the temple of the Sun and thus these must be the only two locations for which must be searched by you.”
(If the Party Refuses)
Have them get approached on the streets by a Habanasus the Advisor to the Sultan. He overheard proposition to the party and no less thinks the Sultan cheapened the offer and wished to double it as well as provide a key that will help the party enter into the Main chamber of the Temple of the Sun. This key will help them avoid the seal’s power and aid them in entrance. (What’s his catch? He wants the power of the Wishmaker inside the bottle so he can become ruler of this land. But says he is interested in providing it to the Sultan for his birthday in a few months. A truly honorable gift. Bluff check for Habanasus is +16 as he is one crafty devil.) The key he give the party will detect as magical but offers absolutely no benefit and is only a ploy used to get them to go thinking the task easier.)
This Adventure idea is for 5 through 8 Characters level 8-12 who will adventure in the Lost City of the Sun. This city is well protected by the dead and by traps keeping those would be seekers of the Bottle and the lost treasure of the city from finding it. You should not need to worry about detailing the Oasis so much as the ruins of the city. Make sure that you connect the city by tunnels as the main complex is designed in a chaos star with the entry point being the center. The out stretched star points each end in a different part of the city to investigate. There should be 8 points of interest of which the entrance point to the Tomb of Mat’tekke should be at the northernmost point. The southernmost point is the Temple of the Sun. The rest of the star points of interest should contain historical designs to educate the party on the lost cities history. This should be invested by you and filled with interesting details your creative mind can come up with. You can use Ancient Egypt as a strong reference to what might be in each of the star points.
The Temple of the Sun
This part is a tad bit complex. The Temple itself is dedicated to the God(s) of the Sun and as such will contain no devils, demons, or undead but will contain traps that measure a person by their Alignment and by their greed. Traps that focus on Golden items laying there for the taking but when picked up release weight traps that drop the floor around where the perched item was. These are generally 10 foot deep pits that end in long rusted metal. The Alignment traps will be rune based spell traps that will not allow someone to enter until the Rune is read (Explosive Runes). If the reader is not of a Good Alignment then the trap will trigger and spray acids or poisonous gas into the area where the reader is standing. Those that are good are allowed to pass without harm. The main chamber of the Temple is guarded by a sealed vault. It will not open unless the Runes are read and the requester is good aligned. Once this is read the Seal will open and reveal a Passage beyond which leads to the Tomb of the last 10 Priests of the Sun. Their bodies are mummified and displaced above the floor in locations built into the walls. In the center of the room is a large glowing Chalice which is made of Gold with pearl inlay. The Chalice is trapped by a magical field; those passing into the field of a non-good alignment will immediately begin to burn from 1D6 points of heat damage (DC 14 reflex save for ½ damage). This will continue to burn for 1D4 rounds thereafter if the save was failed or for only 1 round if the save was passed. Those of a good alignment take no damage and can remove the chalice. The Chalice of the Sun contains the treasure of the Temple which is comprised of various non magical golden items worth up to 50,000gp on the local market. There will be several minor magical items as well (of your selection) as well as the following two new magic items: Wraps of Renewal (should be enough for 2 uses) and mummified Spirit Guardian. (see new magic item index)
The Tomb of Mat’tekke
This part of the adventure is extensive and should consist of 3 different levels of structure. The first level will be the entrance level guarded by the Seal of the Sun. This is the same trap as is in the Sun Temple- passing this will require a Good alignment as well as the need to break the seal which will require breaking through the stone seal itself. (Hardness 16, Hit Points: 40) Stone is 10 foot thick for Passwall or other such spells designed to bypass the natural barrier.
Once passed a long shaft heading slightly down will lead to the entrance level of the tomb. This location is where the sealers of the tomb have laid themselves to rest. Please realize that all those in this tomb were alive when the tomb was sealed, at least until the air supply ran out and then they died where they stood. It only gave them a certain amount of time to seal the tomb and get to where they needed to be before their own deaths. The entrance level holds the bodies of 30 works all of which are adorn with some form of golden trinkets around wrists or necks. (These randomly average between 20 and 30 gold pieces each) The mummified remains of these workers are rushed so many are not in the best shape, falling apart upon contact. Tools have been placed to the left and right of the room that were used to move the large seal into place and bath the tomb in darkness forever.
There is a shaft at the rear of the room that leads down into the room of shafts.
The Room of Shafts- is a vast complex containing over 30 different shafts of which 28 are fake tomb shafts and only 2 are real and will lead to the Tomb of Mat’tekke or her younger brother Akton. Each shaft leads down into the darkness and only a large golden silk weaved rope appears available to use to descend down. These ancient ropes however each hangs only 90 feet and the shafts are 100 feet long forcing someone to jump the remaining 10 feet. At the bottom appears to be a tomb entrance. The false tombs were designed to trap those foolish enough to drop down into them. The only thing here is an empty crypt that releases a CloudKill spell (1-3) or a Fogcloud (4-6) when seal is broken. Once the seal breaks and releases whatever contents it has as a trap 3 Mummified Warriors will come from the walls to attack the party. These will be immune to the affects of the gases as they have no need to breathe. The warriors wear head dresses that resemble a Jackal making them appear ominous and foreboding. They each possess Black Metal Spears (treated as long Spears) as well as Scimitars. Each also possesses a lavish golden necklace that fans out away from the neck and extends onto their chests which will fetch over 2500 gp on the open market if sold. They have golden bracers as well that would fetch an average of 2,000 gold on the open markets.
The Tomb shaft of Akton
This shaft ends in a lavish room of comfort. Golden vases, Gemstone inlaid cups and tapestries of woven silk all can be accumulated down to an 80,000 gold piece net worth. At the end of the room is the resting stone of Akton the battlier. Akton is one of the most feared generals of within the City of the Sun and once thought to be the descendant of a true god born to mankind but alas here his corpse remains a grim reminder that he was mortal. Breaking the seal and entering the death bed will reveal an empty bed. From the opposite side of the room a seal will open and out will step the mummified Warrior Akton (HD 10 HP 101 otherwise use the Mummified Warrior stats in the Bestiary) carrying a *Blade of insidious wounds named: Hemdon. Hemdon is a Bastard Swords +5 (1D10+5/Crit 19-20 X2 damage) Special. In Akton’s hands this Blade deals 1D10+15 damage/crit 19-20 for X2 damage plus Special. Akton also wears +3 Plate Mail which is designed to fit a medium sized man. This makes his AC20, touch 20 (Plate+3), flat-footed 20 (+10 natural). Akton is very aggressive and will attack anyone he can move to even if their back is facing him. He will generally gain a surprise attack based on his quickness and stealth. Once Akton is defeated it will be easy to see that behind his resting place where he was hidden in the wall is a small room filled with his treasure trove. Within is an assortment of Platinum (3,500 coins) 20,000 or so gold coins, over 100,000 silver pieces and about 45 pounds of gold in laid items from chairs to small boat icons that pay out to the sum of 50,000 gold pieces on today’s market.
The Tomb shaft of Mat’tekke
This shaft end unlike any of the others; having a very different styled hallway which is depicting great pictures of the oasis and the city when it was young and alive. The sun beaming down upon the alabaster towers and reflecting off the Winged griffin’s which protected the entrance to the city. The tunnel is a up shaft which turns west into a long tunnel that obviously passes beyond the prior room and deeper (over 120 feet) into the world. Finally the shaft ends in a 10 foot tall and wide ending which begins to glow with continual light from the source stone that guards the crypt. This stone depicts a goddess of a woman standing upright holding up her right hand which a dove flies from while in her left hand she holds water reed’s to symbolize peace. From her neck is a painted gold, blue and black necklace with a brilliant blue stone in it that glows to provide the light. There is 1 word written in an ancient language that protects the tomb entrance way.
(This word says, “Friendship”) and must be spoken by a Good aligned being. Those not of good alignment will trigger explosive runes that will inflict 6D4 damage in a 30 foot blast down the tunnel leading out from the Seal. This Heat damage can be reduced by ½ with a successful Reflex check DC 15. Each time this is tried this seal will explode until someone of Good alignment speaks the words. Once they do the tomb seal will break and the rock slab will slide back, revealing the tomb true.
This room is filled with ornamental designs both on the walls and on the tapestries that fill this tomb. Twenty one mummified servants are on each side of a walk way that leads up to an elaborate red, gold, and black decorated bed which is covered by a golden silk veil. Each mummy is on its knee’s with its face to the ground and its arms out stretched towards the other servant across from it. (These are not animated Mummies at all but the dead that remain exactly as they were when they died.) To the far side of the room is a great reed and wood ship with a mummified crew of 20 on it. There are also 4 chests on board that each carry special treasures. Chest 1 contains 35 golden Bar’s that weight a total of 5 pounds each valued at 500 gp each. The second box has silver bars of the same number and weight that total 500 silver each. The third box contains 50 pieces of jewelry made form gold, onyx, ivory, and silver metals that average 2,500 gp a piece. The last box contains all the history of the city up to the final days of its destruction. This history is enough to give anyone equal to a 5 in the Ancient Knowledge of the City of the Sun and its peoples. The value of this find is priceless to the right person.
It is easy to see through the golden veil in which the body of the Princess is perfectly preserved. Her beauty is stunning (CHR 19) and it is easy to see why she lead these people. She wears a gold and black dress that would be valued at 20,000 gp on today’s market. She also has very well decorated ornaments of ivory, gemstone, and pure lavender in the forms of elephants, hawks, scorpions, and figurines of people all hand crafted and valued around 100 gp each.
When the veil is pulled back however the body of the princess will immediately become exposed to the air and will wither and turn to dust in moments even if the veil is replaced. The damage will have been done. Behind the Princess on the other side of her bed (only accessible by crossing the bed) is the Diamond Cast Bottle of the Wishmaker.
Ending of our Story:
Returning back from the desert with all the treasure is no easy task as the desert sands are already challenging to walk but worse weighted down with treasure. However, within days the party returns to the city and provides the great treasure back to the Sultan or the Advise whichever deal was accepted and can then sell their rewards plummeted from the tombs on the open market.
The Sultan will of course display his prize for all to see and will entreat guests from all over to view the magnificent item. Months later the item will turn up missing as the advisor hires thieves to take it from the Sultan. This could become another adventure arch for this module.
The Advisor receiving the item will of course reward the party and go about his way back to the Sultan’s castle where he will summon forth the Efreet and begin to make his wishes. This is a dark part of the module the party can either take part in or ignore and it will be up to you to design the Advisor but remember he is certainly a 12th level or higher character having levels in both Arcane and Divine spells. Additionally his wishes will be great and having an Intelligence of 18 and a Wisdom of 18 (9 wishes) he will be able to make good use of the bottle before becoming a part of it forever. In the end the Advisor will certainly use all of his soul to achieve his ends as his ambitions and greed far exceed his capacity to accomplish it. This is also a story arch the characters may elect to continue on which will require some work on your part to create.
In the End of The Lost City of the Sun characters should be rewarded on their ability to negotiate the traps, monsters, and on their ability to work together to overcome the cities strengths to lessen their own weaknesses. It is expected to take up to 3 to 4 game sessions of 5 hours each and average netting the party up to 2,500 experience each per session unless the DM sees otherwise.
I hope you have enjoyed the Lost City of the Sun write up and please feel free to use it in your campaign structures. If you wish to communicate about the module please post and I’ll be watching.
Thank you!
New Magic Item Index:
Wraps of Renewal
Aura: Necromatic Magic; CL 12th
Slot None; Price 8,500 gp; Weight 2 pound
These wraps come large enough to wrap completely 1 large sized creature, 1 medium or 1 small, or 3 small creatures. Once wrapped the beings body will ignore the affects of death (as if under the Gentle Repose spell). On the first day (24 hours) of being in the wraps all limbs removed will begin to regenerate, the body will begin its repairing efforts and bring the deceased up to 0 hit points and places them into a comma. Communication with the body is impossible at this point next to a wish spell. On day 2 (48 hours) the body will have repaired all lost ability scores and removed all diseases the character might have had. On day 3 (72 hours) the character will have completed regenerating all lost limbs, ability points and any internal damage additionally completed breaking all curses laid on the body/character. The final stage of healing begins on day 4. Day 4 (96 hours) the character will awaken at full hit points as if they had never died completely restored and renewed and the wraps will disintegrate and fall off.
Necromatic Magic; CL 8th; Craft Wondrous Item, Fabricate, Gentle Repose, Regeneration, Restoration; Price 12,500 gp.
Mummified Spirit Guardian
Aura Moderate Necromantic magic; CL 10th
Slot hand; Price 14,000 gp; Weight 3 lbs
Long ago a breed of special Cat’s known as “Spirit Guardians” would protect the Pharaohs and Sultans of the great desert plateau peoples. The “living” Spirit Guardian’s were so powerful that no undead could stand being in their presence and when the Spirit Guardian’s died their owners would mummify them in order to gain their protective powers even beyond the death of the Spirit Guardian. During the rise of Tel’Daron a hideous lich lord, all of the known living Spirit Guardians were killed by his minions in order to weaken mankind. Even though man with the help of powerful magic’s managed to defeat Tel’Daron the loss of the Spirit Guardian’s was great. Today only a few of the mummified Spirit Guardian’s remain to help mankind in their never ended battle against the undead.
If a Mummified Spirit Guardian detects an undead within 120 feet of it, it will automatically trigger a clerical Sanctuary spell affecting all those living within a 10 foot sphere around the Spirit Guardian. All undead types are affected by this Sanctuary weather intelligent or non-intelligent. Once the effect triggers the Spirit Guardian will also glow with light enough to provide full vision up to a 10 feet radius and partial vision up to 30 feet away.
Moderate transmutation; CL 12th; Craft Wondrous Item, Mummified Spirit Guardian, Restoration; Price 4,500 gp.
Diamond Cast Bottle of the Wishmaker
Aura: Strong Universal Magic; CL 17th
Slot None; Price Unknown; Weight 9pounds
The Bottle stands 1 foot high and consists of two uniquely designed chambers which are made out of magically blown diamond glass surrounded by golden fixtures. The first chamber is transparent and doesn’t appear to contain anything while the second chamber is filled with a grayish sparkling smoke. Once the second chamber is opened it will release the smoke and out will come the trapped Efreet of the Bottle. The Efreet will then appear and tell the new owner that they may make any wish they desire with 2 exceptions. The Wishmaker can’t request details about the bottle nor can they use a wish to force the Efreet to remove anything from it (The Efreet will not understand how the bottle works, or anything about what the bottle contains). Otherwise the wish spells granted by the Efreet are equal in power to those of the 9th level Sorcerer/Wizard spell of the same name. With each wish made a small quarter sized clear ball will appear in the empty chamber containing 5 years of memories which belong to the wisher and the memories robbed are always earliest to oldest. Each time this happens it will also steal 2 points of wisdom and 2 skill points from various skills named by the DM which might apply to the earliest lost memories.
Once the Wisher runs out of Wisdom or age to accommodate the losses they will no longer be able to function as a Player character and will be a permanently mind blanked. At this point the freed soul (once appearing to be an Efreet) will be forced into gaseous form and sent into the body of the wishmaker entering through the nose and open mouth. The freed soul will gain the use of the body having no memories of its own up until this point in time while the clear sized balls in the chamber of the Bottle break down into a strange grayish sparkling smoke. The freed soul will have a terrible aversion to the bottle and will flee from it, seeing it as a hellish item to fear. The freed soul will have starting wisdom of 8 and will possess the understanding of a 1st level character of the DM’s selection. There is a 50% change the freed soul was once female of male. The new soul which is now trapped by their own greed will become the new Efreet as the cycle repeats itself.
Strong Universal Magic; CL 17th; Craft Wondrous Item, Wish; Binding; Price 85,000 gp.
There is only 1 of these devices known to man
History of the Bottle:
Long ago in the lands known to the ancient world as Tumen, lived Ammon a Sheppard of the Gods and highness of arcane knowledge. It was he that bore a great love for the princess Alairiah, she who would be granted only to those of the royal line of Pharaohs in which Ammon was only an advisor and servant of. In the shadows he would gaze on her and her on him and in the dark passageways at night they would meet and love one another without the eyes of the world upon them. The father of Alairiah suspected nothing of his daughter’s engagements with Ammon as the couple hid well their love but in all great stories of love there is a point of tragedy which must arise for Alairiah became pregnant with the child of Ammon and once this was discovered Alairiah’s father demanded to know her lover. She refused and was taken to a high tower for banishment, under strict orders to be seen by no man.
It of course reached Ammon’s ears that the Alairiah was to be banished and after birth the mother would be slain and the child given to the gods for the sin’s atonement. The cruel nature of this brought Ammon to his knee’s as his mind underwent a million thoughts to save his love. He must do something to free her and save the child! It was then that he sprang forth with the idea to create the Bottle. He went to the mines south of Tumen for diamonds large enough to mold and then returned to his temple to shape them with spell and crafting into the shape of a dual chamber bottle. He then brought a craftsman in to add the golden fixtures and finally pieces which Ammon then enchanted to give them long live. Finally the device was given its finally enchantments and Ammon order a temple servant loyal to him into his chambers. She would be the body for which his love would inhabit once the magic was done. So he banished the woman’s spirit to the bottle leaving her hollow body lying upon a silk laid bed.
It was now over seven long months since Ammon had seen his love and all this time he had crafted spells and fashioned plans for their escape. He transformed himself into the appearance of a female servant and brought the Bottle with him. When he arrived in the Princesses room she was alone and crying. She had lost the baby some months past and was no scheduled to be executed shortly by beheading. Her lover Ammon then asked of her to use the bottle to make several wishes. Confused Alairiah didn’t understand why the servant girl could have such a powerful device to grant wishes! Quickly Ammon told her that this was a gift from her love and that he has not abandoned her but instead crafted this fine device to save her from this curse. So wiping away her tears she as Ammon released the Efreet into the room. Its power was magnificent and Alairiah knew the spells would be true so she began to wish for great things to pass and slowly the vessel which was empty began to fill until finally with her last wish her soul was lost to it. The Efreet now freed went into the body of Alairiah and Ammon left her there and took the bottle with him. Several days later Alairiah was beheaded for her actions while Ammon and his lover left for the golden desert towards great destiny. It is told that the soul of Alairiah was released one time later into the body of another beautiful host and thus reuniting the loves but unknown to Ammon the curse of the bottle is the loss of memories which Alairiah possessed to tie her to Ammon. In the night he was left by her for another and in pain Ammon was said to have cast the bottle into the desert where it lay until discovery hundreds of years later.
Blade of insidious wounds
Aura strong transmutation magic; CL 12th
Slot weapon; Price 98,000 gp; Weight 12 lbs
There are only 3 of these magical blades known to existence in the world to date all created from a terrible metal taken from a fallen star. Each of the blades are Bastard Swords +5 (1D10+5/Crit 19-20 X2 damage) and appear to be made of a black metal that has a strange green tint when it is in the light. The hilts of the blades are bound in green cloth and pummeled with a demon stone which glows a strange greenish hue in a 5 foot radius constantly. Those damaged by the blades must make a Will save at a DC 20 to avoid the true power of the swords. All wounds created by the sword during the failed Will save will not heal through normal or magical means until a break enchantment, limited wish, miracle, remove curse, or wish spell is used on the wounds. Otherwise the wounds will remain forever. The names of the known blades are Insidious, Hemdon and Blight and their wielders will be deadly foes indeed.
Moderate transmutation; CL 12th; Craft Magic Arms & Armor, Bestow Greater Curse; Price 128,000 gp.
Bestiary
MUMMIFIED WARRIORS
Warrior Mummies are much more formidable foes then a traditional mummy, as they seem to fight with a bit more intelligence and act/respond much quicker in combat. They were mummified warriors which were designed to protect royal blood and therefore are mostly present near or around royal chambers.
Mummy CR 7
XP 2,400
LE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +20
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
Defense
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 60 (10d8+24)
Fort +6, Ref +3, Will +9
DR 5/—; Immune undead traits
Weaknesses vulnerable to fire
Offense
Speed 40 ft.
Melee slam +16 (1d8+10 plus mummy rot)
Spear +16 (1D8+10 crit 20 for X2 damage)
Statistics
Str 24, Dex 16, Con —, Int 6, Wis 15, Cha 15
Base Atk +6; CMB +15; CMD 25
Feats Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam), Weapon Focus (Spear)
Skills Perception +20, Stealth +11
Languages Common
Ecology
Environment any
Organization solitary, warden squad (2–6)
Treasure standard
Special Abilities
Despair (Su) All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.

The Soothsayer
It has long been known that the royalty of the Kingdom’s of old sought out Soothsayers to provide guidance into the endeavors of their personal futures. Someone to read the tea leaves or see into the future to know the outcome of events or to engage the past in order to know where a stranger might be from. Unlike the Wizards that walk the courtrooms discussing the material components of fire balls and how a man might become invisible to the human untrained eye the Soothsayer slowly slides past them and into the waiting room to give the day’s predictions of good fortune and prosperity. While the clerics, bishops and Cardinals discuss the religious foundations of the world and how the divine powers of their gods care for mankind the Soothsayer simply reads the common patterns of Karmic aura’s surrounding a man to know what fortunes might transpire onto them. In the world they appear humbled and often silent but in the grand scheme they are the most advantageous using their powers to see the future and the past and to make ever so slight an adjustment to alter either without the knowledge of even the ever watchful gods.
Soothsayer
Alignment: Any.
Hit Die: d6.
Class Skills
The Soothsayer's class skills are Appraise (Int), Bluff (Cha),, Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.
Table: The Soothsayer
Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Improved Initiative
Fortune Telling
Second Sight +1 5 3 — — — — — — — —
2nd +1 +0 +0 +3 Fortunetellers Favor 6 4 — — — — — — — —
3rd +1 +1 +1 +3 Bonded Item
Grant Vision +1 6 5 — — — — — — — —
4th +2 +1 +1 +4 Combat Reflexes
Mystic Attunement 6 6 3 — — — — — — —
5th +2 +1 +1 +4 Second Sight +2 6 6 4 — — — — — — —
6th +3 +2 +2 +5 6 6 5 3 — — — — — —
7th +3 +2 +2 +5 Grant Vision +2 6 6 6 4 — — — — — —
8th +4 +2 +2 +6 Third Eye 6 6 6 5 3 — — — — —
9th +4 +3 +3 +6 Mobility 6 6 6 6 4 — — — — —
10th +5 +3 +3 +7 Quicken Spell 6 6 6 6 5 3 — — — —
11th +5 +3 +3 +7 Second Sight +3 6 6 6 6 6 4 — — — —
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3 — — —
13th +6/+1 +4 +4 +8 Grant Vision +3 6 6 6 6 6 6 4 — — —
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 — —
15th +7/+2 +5 +5 +9 Grand Vision
Second Sight +4 6 6 6 6 6 6 6 4 — —
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 —
17th +8/+3 +5 +5 +10 Grant Vision +4 6 6 6 6 6 6 6 6 4 —
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Second Sight +5 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Grant Vision +5 6 6 6 6 6 6 6 6 6 6
Table: Soothsayer Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
Class Features
All of the following are class features of the soothsayer.
Weapon and Armor Proficiency: Soothsayers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Soothsayer’s gestures, which can cause his spells with somatic components to fail.
Spells: A Soothsayer casts Arcane & Divine spells which are drawn primarily from their own spell lists, but they may use any scroll or wizards spell book to gather more available spells. These spells can only total the number of spells known at any one level and anything used to replace a spell can only be done at the sacrifice of an alternate spell of the same level. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). Unlike Sorcerers the Soothsayer cannot elect to swap out spells when they reach 4th level unless they possess a scroll or a spell book from which to gather the spell into memory.
To learn or cast a spell, a Soothsayer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Soothsayer’s spell is 10 + the spell level + the Soothsayer’s Wis modifier.
Like other spell casters, a Soothsayer can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Soothsayer. In addition, they receive bonus spells per day if they have a high Wisdom score.
A Soothsayer’s selection of spells is extremely limited. A Soothsayer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Soothsayer level, he gains one or more new spells, as indicated on Table: Soothsayer Spells Known. (Unlike spells per day, the number of spells a Soothsayer knows is not affected by his Wisdom score; the numbers on Table: Soothsayer Spells Known is fixed.) These new spells can be common spells chosen from the Soothsayer spell list, or they can be unusual spells that the Soothsayer has gained some understanding of by study. The Soothsayer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Unlike a wizard or a cleric, a Soothsayer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Improved Initiative (Ex): This feat is offered to the Soothsayer even if they do not meet the requirements of the feat. Providing a Soothsayer with the ability to react more quickly than those around them to future dangers. Provides the Soothsayer a +4 to initiative checks.
Fortunetelling (EX): A Soothsayer has the ability to read someone’s fortune. They can perform this action once in a 24 hour period for the individual. The Fortune teller reads the players fortune (using a medium such as lines in their hands, tea leaves, Mystic cards, or scattering bones) by rolling a percentage dice D100. If the roll is 51 or greater the fortune is a favorable one and for the next 24 hours they are granted an Insight Bonus equal to the Soothsayers Second Sight Bonus. If they roll 50 or less the result is unfavorable and they must apply a negative bonus equal to the Soothsayers Second Sight Bonus. The Fortune teller cannot tell where the good or bad luck will happen only that an aura of good fortune or poor fortune is upon them for the day.
Second Sight (Ex): A Soothsayer has the ability to see events unfold before they will normally happen. To provide this affect during game play the Soothsayer adds a +1 Insight Bonus to all saving throws, to Hit Rolls, Skill Checks, and AC. If knocked unconscious or sleeping this affect is not applied. As the Soothsayer grows in power so does this ability.
Fortuneteller Favor (EX): A Soothsayer has the ability reroll any failed skill check, luck roll, or saving throw once in a 24 hour period for every 4 levels they possess in the Soothsayer class ( gaining additional chances at 6th, 10th, 14th and finally at 18th). They cannot reroll in any case a roll they have already attempted to adjust once before. This affect is applied as an immediate action.
Bonded Item (Ex): At 3rd level, a Soothsayer form a powerful bond with an object, this bonded object comes at no cost to the Soothsayer and is considered to be of masterwork quality. The items they can bond with consist of: Amulet, a Crystal or Glass ball of softball size, a Staff or a ring. If the object is an amulet, ring, or ball it must be worn/held to have effect, while s staff must be wielded. If a Soothsayer attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the Soothsayer has in his memory and is capable of casting. This spell is treated like any other spell cast by the Soothsayer, including casting time, duration, and other effects dependent on the Soothsayer's level. This spell cannot be modified by metamagic feats or other abilities.
A Soothsayer can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a Soothsayer with a bonded Staff must be at least 5th level to add magic abilities to the Staff (see the Craft Magic Arms and Armor feat in Feats). The magic properties of a bonded object, including any magic abilities added to the object, only function for the Soothsayer who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the Soothsayer prepares his spells. If the object of a Bonded Item is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per Soothsayer level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A Soothsayer can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Grant Vision (EX): The Soothsayer may now grant his Second Sight ability Insight Bonus (whatever bonus it is at currently) to Allies within 60 feet of the Soothsayer. They can perform this action 1 time per day plus the number of wisdom bonus points they have. This affect is an immediate action and can be declared anytime the Soothsayer can speak. If the area is under a silence spell or the Allies are not able to hear the Soothsayer than the ability will fail. The affects of the Insight Bonus lasts for 1 round plus the number of wisdom bonus points they have.
Combat Reflexes (EX): A Soothsayer is granted Combat Reflexes even if they do not normally qualify for the feat. This represents their ability to predict when a foe will act and how best to defend against it.
Mystic Attunement (SP): A Soothsayer is granted the ability to use any Scrying Device without the need of a Use Device check and becomes immediately aware of any item/location/ or object being scryed within a 120 feet of them. This awareness is an immediate action.
Quicken Spell (EX): A Soothsayer now is so well versed in the coming events they gain the ability to appear to speed up the very fabrics of time itself. Allowing them to cast quicken spell as a swift action for any spell that meets the feats criteria. The Soothsayer gains this feat even if they do not qualify for it but must follow and adhere to the guidelines of the Feat.
Grand Vision (EX): The Soothsayers ability to see into the future to predict combat outcomes is now complete. They can now impart an Insight Bonus of +1 plus the number of wisdom points they possess to all their Allies saving throws, Hit Rolls, Skill Checks, and AC modifiers. This affect last for 1 rd for every 2 levels of the Soothsayer and can be performed once per day for every 5 levels of the Soothsayer class they possess. This affect is an immediate action and can be declared anytime the Soothsayer can speak. If the area is under a silence spell or the Allies are not able to hear the Soothsayer than the ability will fail.
This ability can’t be stacked with Soothsayers Grant Vision ability.
Soothsayers and their spell lists:
The Soothsayer’s draw their powers from the Karmic way lines that allow them to read the energies of objects, people, places and things within those way lines. Additionally they can look into the past and into the future to draw conclusions and to some extent make changes to either. Their spells reflect their ability to adjust the Karmic way lines or the future or past tenses of those targeted by their spells. In some cases they can simply present the past or future in an adjusted format in order to frighten or persuade those seeing the grim or fortunately visions. In this way they differ from all other casters that either manipulate arcane or divine energies to enact changes onto the currently reality while the Soothsayers are moving back and forward in time or adjusting/analyzing the Karmic flow to project change to the current reality.
Some spell examples:
Healing spell lines offered to the Soothsayer are not divine powers mending flesh but a simple adjustment to the time around the wound to a point where it has healed itself.
Breath of Life is simply adjusting the very second the wound happened in order to make it survivable and simply placing the victim into a common for which the Soothsayer awakened them from.
Spells that reflect Divine Favor, Doom or Virtue related spell descriptors simple are modifications to the Karmic way lines of the target to provide them just enough luck to represent the adjustments noted by the spell.
Spells like See Invisible or say Status is simply the Soothsayer seeing the past of the target area or people or the condition they will be in, in the upcoming future which allows the Soothsayer to know if an enemy that is invisible is there or if someone is close to death or not.
The general 0 level spells are known as Quicks for the Soothsayers.
Spell Lists for the Soothsayer:
0-LEVEL SOOTHSAYER SPELLS (Quicks)
Spell Name Brief Description
Detect Fortune:
Detects fortunes other fortune tellers have given the target.
Detect Poison:
Detects poison in one creature or object.
Guidance:
+1 on one attack rolls, saving throw, or skill check.
Know Direction:
You discern north.
Summon Bonded Object:
Summons the Soothsayers Bonded Object to them.
Read Magic:
Read scrolls and spell books.
Resistance:
Subject gains +1 on saving throws.
Virtue:
Subject gains 1 temporary hp.
Message:
Whispered conversation at distance.
Stabilize:
Cause a dying creature to stabilize.
Ghost Sound:
Figment sounds.
Read Magic:
Read scrolls and spell books.
Arcane Mark:
Inscribes a personal rune (visible or invisible).
1ST-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Bane:
Enemies take –1 on attack rolls and saves against fear.
Bless:
Allies gain +1 on attack rolls and saves against fear.
Command:
One subject obeys selected command for 1 round.
Comprehend Languages:
You understand all spoken and written languages.
Deathwatch:
Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law:
Reveals creatures, spells, or objects of selected alignment.
Doom:
One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Hypnotism:
Fascinates 2d4 HD of creatures.
Sanctuary:
Opponents can’t attack you, and you can’t attack.
Detect Animals or Plants:
Detects kinds of animals or plants.
Detect Snares and Pits:
Reveals natural or primitive traps.
Alarm:
Wards an area for 2 hours/level.
Undetectable Alignment:
Conceals alignment for 24 hours.
Divine Favor:
You gain +1 per three levels on attack and damage rolls.
Detect Secret Doors:
Reveals hidden doors within 60 ft.
Identify M:
Determines properties of magic item.
True Strike:
+20 on your next attack roll.
Charm Person:
Makes one person your friend.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Magic Aura:
Alters object’s magic aura.
Lesser Confusion:
One creature is confused for 1 round.
Ventriloquism:
Throws voice for 1 min./level.
Speak With Animals: You can communicate with animals.
Expeditious Retreat:
Your speed increases by 30 ft.
Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).
Detect Undead:
Reveals undead within 60 ft.
Protection from Chaos/evil/law/good:
+2 to AC and saves, plus additional protection against selected alignment.
Pass Without Trace:
One subject/level leaves no tracks.
2ND-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Animal Messenger:
Sends a Tiny animal to a specific place.
Animal Trance:
Fascinates 2d6 HD of animals.
Cure Moderate Wounds Cures 2D8 damage +1/level (max +10)
Calm Emotions:
Calms creatures, negating emotion effects.
Gentle Repose: Preserves one corpse.
Daze Monster:
Living creature of 6 HD or less loses next action.
Detect Thoughts:
Allows “listening” to surface thoughts.
Enthrall:
Captivates all within 100 ft. + 10 ft./level.
Heroism:
Gives +2 on attack rolls, saves, skill checks.
Delay Poison:
Stops poison from harming target for 1 hour/level.
Hypnotic Pattern:
Fascinates (2d4 + level) HD of creatures.
Know Lies: (As Zone of Truth) detects when a lie is spoken.
Locate Object:
Senses direction toward object (specific or type).
Misdirection:
Misleads divinations for one creature or object.
Suggestion:
Compels subject to follow stated course of action.
Aid:
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Whispering Wind:
Sends a short message 1 mile/level.
Augury M F:
Learns whether an action will be good or bad.
Find Traps:
Notice traps as a rogue does.
Remove Paralysis:
Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser:
Dispels magical ability penalty or repairs 1d4 ability damage.
Status:
Monitors condition, position of allies.
Fog Cloud:
Fog obscures vision.
Scare: Frightens creatures of less than 6 HD.
Obscure Object:
Masks object against scrying.
See Invisibility:
Reveals invisible creatures or objects.
Touch of Idiocy:
Subject takes 1d6 points of Int, Wis, and Cha damage.
Tongues: Speak and understand any language.
3RD-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Bestow Curse:
–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Charm Monster:
Makes monster believe it is your ally.
Clairaudience/Clairvoyance:
Hear or see at a distance for 1 min./level.
Confusion:
Subjects behave oddly for 1 round/level.
Crushing Despair:
Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +10).
Remove Blindness/Deafness Cures Magical or normal Blindness/Deafness
Slow:
One subject/level takes only one action/round, -1 AC, Reflex Saves, and attack rolls
Blur:
Attacks miss subject 25%.
Fear:
Subjects within cone flee for 1 round/level.
Geas, Lesser:
Commands subject of 7 HD or less.
Glibness:
You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope:
Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and reflex saves.
Remove Curse:
Frees object or person from curse.
Scrying F:
Spies on subject from a distance.
NonDetection:
Hides subject from divination and scrying
Helping Hand:
Ghostly hand leads subject to you.
Invisibility Purge:
Dispels invisibility within 5 ft./level.
Speak with Plants:
Plant answers one question/level
Speak With Dead: Corpse answers one question/level
Arcane Sight:
Magical auras become visible to you.
4TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Break Enchantment:
Frees subjects from enchantments, alterations, curses, and petrifaction.
Cure Critical Wounds:
Cures 4d8 damage +1/level (max +15).
Detect Scrying:
Alerts you of magical eavesdropping.
Dimensional Anchor: Bars Extra dimensional movement
Dominate Person:
Controls humanoid telepathically.
Freedom of Movement:
Subject moves normally despite impediments.
Death Ward: Grants bonuses against death magic and negative energy.
Hold Monster:
As hold person, but any creature.
Discern Lies:
Reveals deliberate falsehoods.
Legend Lore M F:
Lets you learn tales about a person, place, or thing.
Locate Creature:
Indicates direction to familiar creature.
Modify Memory:
Changes 5 minutes of subject’s memories.
Repel Vermin:
Insects, spiders, and other vermin stay 10 ft. away.
Divination M:
Provides useful advice for specific proposed actions.
Sending:
Delivers short message anywhere, instantly.
Phantasmal Killer: Fearsome illusion kills subject or deals 3D6 damage.
Restoration: Restores level and ability score drains.
Rusting Grasp: Your touch corrodes iron and alloys.
Arcane Eye:
Invisible floating eye moves 30 ft./round.
5TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Shadow Walk: Step into a shadow to travel rapidly.
Greater Heroism: Gives a +4 bonus to attack rolls, saves, skill checks, immunity to fear, temporary hit points.
Dream:
Sends message to anyone sleeping.
False Vision M:
Fools scrying with an illusion.
Atonement:
Removes burden of misdeeds from subject and reverses magical alignment changes.
Mind Fog:
Subjects in fog get –10 to Wis and Will checks.
Breath of Life:
Cures 5D8 +1/level and restores life to a recently slain creatures.
Mislead:
Turns you invisible and creates illusory double.
Commune with Nature:
Learn about terrain for 1 mile/level.
Suggestion, Mass:
As suggestion, plus one subject/level.
Dismissal:
Forces a creature to return to its native plane.
Nightmare:
Sends vision dealing 1D10 damage, fatigue.
Spell Resistance:
Subject gains SR 12 + level.
True Seeing M:
Lets you see all things as they really are.
Prying Eyes:
1d4 +1/level floating eyes scout for you.
Telepathic Bond:
Link lets allies communicate.
Dominate Person:
Controls humanoid telepathically.
Feeblemind:
Subject’s Int and Cha drop to 1.
Contact Other Plane: Lets you ask question of exterplaner being.
6TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Analyze Dweomer :
Reveals magical aspects of subject.
Banishment: Banishes 2 HD/level of exterplaner creatures.
Beast Shape I: You take the form and some of the powers of a small or medium animal.
Charm Monster, Mass:
As charm monster, but all within 30 ft.
Contingency: Sets trigger condition for another spell.
Stone to Flesh: Restores Petrified creature.
Eyebite:
Target becomes panicked, sickened, and comatose.
Find the Path:
Shows most direct way to a location.
Heal: Cure 10 points/level of damage, all diseases and mental conditions.
Geas/Quest:
As lesser geas, plus it affects any creature.
Scrying, Greater:
As scrying, but faster and longer.
Planer Ally Lesser: Exchange services with a 6 HD exterplaner creature.
Repulsion:
Creatures can’t approach you.
Magic Jar: Enables possession of another creature.
Displacement: Provides a 50% miss chance for the duration of the spell.
Ray of Exhaustion: Ray makes subject exhausted.
7TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Destruction: Kills subject and destroys remains.
Control Weather:
Changes weather in local area.
Regenerate: Subjects severed limbs grow back, cures 4D8 damage +1/level (max +35)
Refuge M:
Alters item to transport its possessor to you.
Greater Restoration:
As restoration
Teleport Object: As teleport but only affects objects touched.
Sequester: Subject is invisible to sight and scrying, renders creature comatose.
Insanity: Subject suffers continuous confusion.
Wave of Exhaustion: Several targets become exhausted.
Phase Door:
Creates an invisible passage through wood or stone.
Spellstaff:
Stores one spell in wooden quarterstaff.
Stone Tell:
Talk to natural or worked stone.
Instant Summons:
Prepared object appears in your hand.
Vision M X:
As legend lore, but quicker and strenuous.
Arcane Sight, Greater:
As arcane sight, but also reveals magic effects on creatures and objects.
8TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Temporal Stasis: Puts a subject into a suspended animation.
Binding: Utilizes an array of techniques to imprison a creature.
Finger of Death:
Kills one subject.
Maze: Traps subject in exterdimensional Maze.
Dimensional Lock: Teleportation and interplanar travel blocked 1/day level
Discern Location:
Reveals exact location of creature or object.
Mind Blank:
Subject is immune to mental/emotional magic and scrying.
Moment of Prescience:
You gain insight bonus on single attack roll, check, or save.
Protection from Spells M F:
Confers +8 resistance bonus.
Demand:
As sending, plus you can send suggestion.
Screen:
Illusion hides area from vision, scrying.
Prying Eyes, Greater:
As prying eyes, but eyes have true seeing.
9TH-LEVEL SOOTHSAYER SPELLS
Spell Name Brief Description
Antipathy:
Object or location affected by spell repels certain creatures.
Greater Planer Ally: As lesser, but able to summon up a 18 HD.
Foresight:
“Sixth sense” warns of impending danger.
Sympathy M:
Object or location attracts certain creatures.
Wind Walk: You and your Allies turn vaporous and travel fast.
Freedom: Releases a creature from imprisonment.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
Limited Wish X:
Alters reality—within spell limits.
Dominate Monster:
As dominate person, but any creature.
Freedom:
Releases creature from imprisonment.

Forward:
The Following Module was written in advance of the Superstar contest (2010) in hopes that my Wondrous Magic Item was successful. Since it did not place in the top 32 then I no longer need to keep hidden the module written for the Superstar Paizo contest. I give it now to Paizo allowing them to change the names, places, and items within it to their own design and hope that anyone who wants to use this module for their own campaign world will do so. It was an honor writing for the contest and I look forward to beating my efforts this year. Best wishes to those still remaining in the competition.
Feedback is appreciated of course on the work.
To Honor a King
Introduction:
King Vidye had long searched the lands for an armor smith to forge him a suit of armor that would truly honor his status as king. With his daughter's wedding on the horizon he of course had to appear his best before his citizens. He had his scribes issue a decree to all within his lands and those abroad that anyone who could craft a suit of armor worthy of a king would be handsomely rewarded and praised above all else for their craftsmanship. Of course the king’s true challenge was the thousands of would be takers who brought ideas from the far reaches of his lands and beyond. Some suits were designed with elegant trances of silver or gold while some were even so bold as to make the armor completely made of the heavy stuff. One such artist, so he called himself, even fashioned a suit entirely of Platinum for the king!
“Preposterous, cantankerous, and ridiculous all of them! Are there no true craftsmen left in the world?” Yelled the king to his statesmen and his scribes. Then a young scribe came forward with his arms around the shoulders of two white haired dwarves which were well groomed and appeared very humble to the king. “My lord, these are the lands most astonishing of craftsmen; Master Hoggorin and his apprentice Master Palior. These fine dwarves live in Nimble my lord many leagues to the south and I believe they can craft you exactly what you are looking for.”
Both dwarves smiled and bowed before the king who appeared astonished and amazed by their grace.
“Well now, lets see what you got shall we?” said the king.
To Honor a King is an adventure set in the city of Veldarah which along the Velashu River some 100 miles north of Riddleport and about 40 miles south of the Red Mountains. Not far from the Red Mountains is the city of Nimble a dwarven society of lawful and good dwarves that pride themselves on craftsmanship and mining. The adventure is for 5-7 characters of 5-8th level. This adventure includes details on the town of Nimble where the Player Characters must determine why the king’s armor has not been returned to him as promised by the dwarves and includes details of the surrounding lands between Veldarah and Nimble.
Adventure background:
The dwarves from Nimble furnish King Vidye with their ideas about the armor. He is deeply impressed at how they incorporate his ideas into their own. Finally they unveil to him a design sketch that lifts his spirits. The armor appeared to be a white suit of fine plate mail with an arching Golden Dragon on the chest; it had a white chain mail piece that extended over the lower legs and a fine cloak to match it. They showed him the fine metal and the cloth for the cloak and he smiled deeply. “The rest of you can depart and leave us to our work, I have found my smiths!”
It was then that the King and these Dwarves from Nimble struck a deal over the suit of mail to be delivered from Nimble to the King in 6 months time. The King gave to them half the funds to make the armor and the dwarves made their way home. In the next 6 months the King of course grew more and more anxious about the armor and at the dawning of the 6th month he was thrilled with anticipation, yet to his dismay the armor had not arrived. The days in court began to drag on and the ceremony which he wanted the armor for was quickly approaching. It would be a great wedding between a young prince from the south and his daughter Vyda. He summoned the scribe who presented the dwarves to him and told him thus, “Scribe, I hold you most accountable if I do not get the armor we agreed upon with those dwarves of nimble. Honor your King and get me that armor and fast! My daughters’ wedding is approaching quickly and time is of the essence!” The scribe bowed and hurried from the room.
Even though a common man might buck at this the crafty scribe instead made his way around to each guide house requesting they summon their most worthy to perform an errand for the king. Within a few hours the party is gathered together in a greeting hall and informed that they are to ride north to the Red Mountains where they will find the city of Nimble. There to find Master Hoggorin or his apprentice Master Palior and either recover the completed armor or recover the money provided to the smiths on behalf of the king. Within the hour the equipped party is given light riding horses and a guide to lead them to the fabled city of Nimble.
Adventure outline-
Act 1 – The Arrival of Mystery
The city of Nimble is only a fair evening’s ride from Veldarah. The trail is simple enough to follow up the river and slightly into the mountainside where the party comes across the ivory and gold gates leading into the city of Nimble. During the night time these gates will be closed and no one will be able to enter the city. The party will be forced to camp outside these gates as they are locked for the night without posted guards. During the night time they will hear all sorts of odd noises coming from within but no one disturbs the party by coming into the gates or going out of the gates.
In the morning the gates will open and a sentry with perfectly white hair and beard will lead the party into the city. Now they will see that the city must have come under some kind of attack during the night time as it is totally in a state of shambles. Many of the dwarves they pass are hurt, dirty and tired from a long night and they are all doing their part to clean up and fix the damaged community. The party will also notice again that each of the dwarves of Nimble have white hair, blue eyes and are well groomed as people go. They generally tend to wear all white and cream colors and tend very well their nails and bodies. So it seems odd seeing these folks are dealing with such a mess.
Finally the party is brought before Master Hoggorin and his apprentice Master Palior. Hoggorin is inside his workshop doing what he can to clean up the damage around a suit of finely made plate mail. It is apparently almost finished, but has been damaged from the attack. Master Palior cleans the forge area and the front room from damage while Hoggorin talks with the party.
Hoggorin speaks: “Greetings gentle travelers; I fear you have wandered into the nightmare my people have been dealing with for so long now. Forgive our curious condition and relax as best you can.”
If asked about the armor:
“The armor is and has been almost finished now for months! However each night our city is attacked and the armor is damaged preventing me from being able to send it on to your dear King. I have requested help in defending the armor but in the morning the same thing happens, we awaken and the armor is damaged anew.”
If asked what is happening here:
“Well I will start from the beginning and tell you what I know. Each day we wake into our broken city and spend the morning repairing the damage and removing the words of hate from the walls. We clean and toil until the noon day sun and then we all go to the Mead Hall for prayer to our god. Then during our third hour of prayer we call on the brewer and then I don’t quite recall much past that time.”
If asked what they can do to help them:
“Only the Gods know what happens here at night but whatever you can do to stop the attacks on the king's armor will help. I will let you stay in my armory tonight and protect the suit.”
If asked how long this has been happening:
“Honestly I don’t know, for as long as I can recall even though it doesn’t feel like a terribly long time. Perhaps a year or so but one can never know.”
After a couple of questions Hoggorin will inform them he has to get back to work on the remaining damage but that they should make themselves comfortable in his shop and prepare for the coming night. He directs them to the back room where two cots are already set up for Hoggorin and Palior to sleep in.
Act 2 – The Noon Bell Tolls
At noon the noon day bell will chime and all the dwarves of Nimble will stop what they are doing and make their way to the central Mead Hall for prayers. The smiths will both walk out of the smithy and bid good will to the party and Hoggorin will say: “Keep well the armor lads, least this again be for not and keep yourselves well.” After that they too wander off into the great hall. After about 20 mins of prayer there is a knock on the great Mead Hall as a scrawny Dwarf with long black hair stops his cart and knocks on the Mead Hall doors. Unlike the white haired dwarves this black haired one is not well groomed, not well kept, and doesn’t seem to take care of his teeth, face or body like the others do. This is very apparent from the slight odor coming from his area even at this great distance. The Mead Hall doors open and the white haired dwarves all take the kegs into the room while the dark haired dwarf smiles. He turns and looks at the party and stops smiling. Quickly he gets back on the cart and rides off once the cart has been unloaded. He appears to be in a hurry at this point.
Party Decision- Following this dwarf?
Following the black haired dwarf will lead the party to the brewery where the dwarf appears to live. He is unloading his cart and then making his way inside the building. The front of the building once had a glass encasement which is now gone but allows the party to see clearly inside the front of the shop. The dwarf is carrying around a crossbow with him as he moves food and water into what appears to be a secure storeroom.
Confronting the dwarf- He is certainly an unfriendly sort of dwarf and doesn’t seem to have much patience for anything. Time appears to be of the essence to him. He will speak when spoken too: “Go away, leave this place you’re not welcomed anymore. Since the gates lock at noon for prayer you must seek shelter before the attacks.” He chuckles to himself after saying attacks allowing an almost sarcastic tone to the word.
Asking him who will be attacking- “You fools the other dwarves will soon arrive and sack this place as they do every night. This serves these do-gooders some good with the way they pride themselves on their loftiness, now get out of here!”
Asking him where the attacks come form- “They pour into the city from its center <he sarcastically tries to hold in a laugh> I have not been able to figure it out yet, but I’ll get back to you once I do. Now be off with you!”
Asking him who he is- “I am Bardotty son of Baldoradar the prior Brewer.”
Asked what’s in the barrels- “That is sacramental mead for praising the gods, it is not meant for the likes of outsiders, now be off!”
He will answer no further questions and continue his work until he is done and then he will tightly close himself up in his little storage room.
Investigating the City:
The city is fairly large and holds over 4 to 5 hundred dwarves making the Mead Hall the largest of the buildings. Everything is built into the mountainside so the buildings as such are very strong. Glass blowers have managed to create some very nice works of art unfortunately most of their works are destroyed, their remains still left in pieces where they once stood. The dwarves have tunneled from above enough to create a shaft from the surface and placed glass in several places to allow for natural light to pour into the community from above. Water drains prevent these light windows from filling up with pocket water from above and funnel the water down dwarven made waterfalls that feed into fountains around the main Mead Hall. It is easy to see that these dwarves all trust each other like brothers and sisters as nothing is locked, money is laying about some places, doors are wide open, and food is apparently free for the taking. Also there is no one left other than the Brewer that is not in the locked Mead Hall.
Nightfall:
As the last of the light begins to fade from the skylights there is a strange sound of rushing moving through the rocks and then a whishing sound comes from the walls of the place. In no time natural gas powered lanterns begin to light up the inner city with light. Not much longer after that the sounds of singing and rowdy noises begin to come from the Mead Hall. It doesn’t take much longer before the sounds of fighting and yelling spread through the air. It appears to go on like this for hours until some time around midnight. (Any attempts to knock on the door or open it will result in yelling from the other side but the doors will not open)
Midnight:
The doors to the Mead Hall open and from within pour hundreds of dwarves into the city. These are aggressive black haired dwarves they each appear to have been in some form of combat in recent times. None of the white haired dwarves even appear left in the Mead Hall. Either the black haired ones defeated them all or they found an alternative way out. These new dwarves are violent, aggressive and very angry. They immediately attack the buildings with anything they can pick up. They attack the walls, the windows, the doors and the player characters if they are seen.
The Challenge of warding them off:
During the night several waves will attack the location of the armor giving the player characters several wave battles to contend with during the night. They will attack in waves of 5 or 6 roughly 4 to 5 times during the night as the DM’s see’s fit, challenging the party to the brink but no more.
Typical Black Haired Dwarves Male/Female Fighter 4
CE Medium humanoid
Initiative +1; Senses Perception +0
Armor Class 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
Hit points 45 (4d10+20)
Fort +9, Ref +2, Will +1
Movement: Spd 20 ft
Melee battleaxe +11 to hit (1d8+1/x3 one hand) (1d8+3/x3 two hand)
During Combat: They will use Power Attack, holding the battleaxe two-handed, sacrificing 2 from their Base Attack in order to increase their damage by 6.
Morale: None of the Dwarves will show fear and all will fight to the death.
Attributes: Str 17, Dex 12, Con 19, Int 13, Wis 10, Cha 8
Base Atk +4
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Armor
Proficiency (Heavy), Cleave, Combat Reflexes, Improved Bull Rush,
Martial Weapon Proficiency (All), Specialize: Battle Axes,
Power Attack
Skills Acrobatics +1, Appraise +2, Bluff +2, Climb +5, Craft: Armor +8, Craft: Weapons +8, Diplomacy -1, Escape Artist +1, Handle Animal +3, Intimidate +9, Profession: Blacksmith +9, Ride +1, Stealth +1, Survival +4
Languages Common, Dwarf
SQ Armor Training 1, Bravery +1
Gear battleaxe, masterwork chain shirt, 12gp generally each
The end of the night:
Most of the black haired dwarves will have either died in combat with the party, each other or worn themselves out falling down where they are and entering a death like sleep. It will be a surreal sight to witness this entire community lying dead around the Mead Hall and in some of the rooms. An eerie silence will set.
Act 3- The Arrival of Truth:
As the first rays of dawn flutter into the city the once black haired dwarves will begin to change into the white haired dwarves. Their once scraggly features soften and become clean again. Then after some time they each begin to stir looking over the damage from the night before and then begin the arduous process of cleaning up the mess and fixing what was broken during the attack the night before. Even those that seemed to have been slain awaken renewed as if by magic. Those that had lost limbs or other body parts will seem to have not lost them while body parts scattered about vanish from where they once might have been. In no time the city again is busy restoring itself to its prior mornings luster.
Master Hoggorin and the apprentice master Palior return to their shop to see to the condition of the armor. If the armor is still in good shape because the party diligently protected it then they will be extremely grateful and will bless the party however if they have not solved the mystery of the “curse” then they will not allow the party to leave for fear the outside world would find out about the curse and Nimble would inherit a bad name in the southern kingdoms.
Confronting Bardotty the son of Baldoradar – If the party has assumed that the Mead has something to do with this and they encourage Hoggorin and Palior to come with them while they confront Bardotty they will find Bardotty very agitated by the investigation. “Get out of here I have work to do, I must create the mead for the daily ritual and have no time for inquisitive folk”. He will throw objects and act aggressive which is totally against how the other dwarves act.
If the party tries to taste test the mead- Bardotty will flip out on anyone opening the barrels to test it and will attack them. This will immediately encourage the other dwarves to stop him and the battle will be a short one before Bardotty is captured and subdued.
Bardotty Fighter 4
NE Medium humanoid
Initiative +1; Senses Perception +0
Armor Class 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
Hit points 38 (4d10+20)
Fort +9, Ref +2, Will +1
Movement: Spd 20 ft
Melee Poison Dagger +13 to hit (1d6/x2 one hand)
During Combat: He will charge and power attack if possibly, trading 2 points of attack for damage. He will attack whoever tries to taste the mead.
Morale: He has no fear of anything due to his insane desire to not get caught.
Attributes: Str 15, Dex 12, Con 19, Int 13, Wis 10, Cha 7
Base Atk +4
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Armor
Proficiency (Heavy), Cleave, Combat Reflexes, Improved Bull Rush,
Martial Weapon Proficiency (All), Specialize: Daggers, Power Attack
Skills Appraise +4, Bluff +8, Climb +5, Diplomacy -1, Poison making +8, Handle Animal +3, Intimidate +5, Profession: Brewing +9, Ride +1, Stealth +1, Survival +4
Languages Common, Dwarf
SQ Armor Training 1, Bravery +1
Gear Poisoned Dagger +2 (DC16 Fort save or suffer -4 to con for 2D20 rds and 1D10 damage for 1D4 rounds), masterwork chain shirt, 125gp
Once Bardotty gets his surprise attack on the party combat should begin. Note that the guards will arrive during round 2 and will bull rush Bardotty and capture him so the party and Bardotty will have only the surprise round and 1 additional round of full combat before their arrival.
How did he do it?
Once Bardotty is captured it will be easy to get him to admit to doctoring the mead. He spent years working on a potion that would force a direct alignment shift to the extreme nature of anyone that drank it unfortunately the potion had 2 terrible side effects.
1) It was not permanent and when it wore off the drinker was completely restored to their former self prior to drinking it, even if they were slain during the change.
2) He could not control the actions of those under the influence of the potion.
Bardotty believes that he had almost perfected his potion making it permanent when the party intervened to save the dwarves of Nimble.
Why did he do it?
Bardotty was always an outcast from the other dwarves being born with dark hair and not being as good looking as the other dwarves. He was pushed around and made fun of his whole life and his father was the worse one of them all. He used all the knowledge he learned of brewing to create something to kill his father and then later he thought to make the others kill themselves. He wanted all the dwarves to experience their inner demons first hand, hoping they would tare themselves apart (and the city) in the process.
Conclusion- The Honored King
Once Bardotty is captured and taken away the towns folk of Nimble will give three great cheers to their freedom from the curse in honor of the party. They will provide the party with flagons of Mead and the armor and send them on their way before noon. (The flagons of mead are not spiked with the Curse)
Once the party arrives in the city of Veldarah they will be escorted to the scribe who will bring them all before the king to present him with the armor. He king will be extremely happy with everyone and he will ask that the party reveal the details of their adventures in Nimble. He will then decree them heroes in the lands of Veldarah and bestow them with 5,000 gold coins each.
The King speaks: “Long will the bards speak of these daring men and long will they tell the tale of the dwarves of Nimble. Let no man forget them and their plight with their inner demons!”
With this the court room fills with cheers and all praise the young adventurers as Heroes!
The End

Greetings all…
This is my first post concerning a movie and I really want to bring it to your attention. If you’re avid gamers (D&D Role-playing) then I must recommend the Movie The Gamers: Dorkness Rising. I saw this movie last night thanks to a buddies recommendation and I thank him now over and over for his suggestion. Now please bare in mind I love spoof comedy and I hold movies like Army of Darkness, Princess Bride ,Three Amigo’s or even Space Balls in very high regards. So if you’re not a fan of those kinds of low budget comedies then this movie is not for you sadly. However, if you are then I totally recommend this film to you!
From the Bard who (like me) seems to always roll 1’s when ever it counts and rolls great when it doesn’t to the party having to get the Paladin to get distracted while the Party has to interrogate demons and evil henchmen this film really strikes a cord with me over all its content. Yes even the wizard passing the note to the DM at the end of the movie to cast Animate Dead on the chicken roasting over the camp fire that kills the Bard who is down to his last hit point I even found myself laughing over that too. I watched this movie with my son and I’m glad cause my wife didn’t seem to find much of it funny but he was laughing right along with me the whole time.
Additionally I noted on Wiki that Paizo in 2008 also featured this film during their convention and had a cast meet and greet and if I’m not mistaken a copy can be purchased through them as well. I found a copy on Netflix on the instant view and watched it there but I do plan on purchasing a copy for myself. I feel it is important to support the art you love.
Other movies related to this one: The Gamers (Part 1) and Gamers (Role Playing Mockumentry)
I have not seen either of these movies yet but I have them in queued up for later.
Thanks folks for reading my post and as always I appreciate your opinions on movies too so if you have something you think I might enjoy... Please post it here.
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