Sādhanā's page

9,792 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Human (Anizari)


Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)




6'0 187lbs




Neutral Good






Common, Draconic, Celestial, Orc, Elven, Gnomish, Anizari

About Sādhanā

Max HP:160 Current HP: 160 Raging:184 Death Threshold -28 Speed: 30 Fly: 30
STR 16(+3)20(+5)/22 (+6) DEX 14 (+2)18 (+4) CON 16 (+3)20 (+5)/ 20 (+5) INT 25(+7) WIS 10 (+) CHA 10 (+)

Defense :

AC: 34 Current AC: 34 [10+ 7 Armor+ Dex 2+ 5 Natural + 2 Dodge+7 shield +1 Deflection]
Touch: 15
Flat footed: 30

Armor: +1 Deathless Adamantine Breastplate (DR 2/-)
Shield of Aroden: +5 light fortification spell resistance (17) heavy wooden shield.
Damage Reduction: 2/-. (absorbs the first 10 points of positive or negative energy damage per attack/25% chance to ignore negative levels from any attack. Does not block healing)

Fort: + 12 +15/+16 Reflex: + 6 +8 Will: + 9 +11/+13

CMD:23 (28 vs Bullrush/Overrun/Reposition)

Offense :

BAB:+10/+5 CMB +13 Initiative:+5

Oblivion (base): +3 Blackblade longsword +17/+17 1d8+6 19-20
Oblivion:(Enhanced) +5 (Flaming/Frost/Shock) Blackblade longsword +20/+20 1d8+8 +1d6 energy type 19-20
Oblivion:(Enhanced) +5 Keen +20/+20 1d8+8 17-20
Oblivion:(Enhanced 2 arcane points) +5 Ghost touch Blackblade longsword +20/+20 1d8+8 19-20

Flash of Rage:
Oblivion:(Base) +3 Blackblade longsword +19/+19 1d8+8 19-20
Oblivion:(Enhanced) +5 (Flaming/Frost/Shock) Blackblade longsword +22/+22 1d8+10 +1d6 energy type 19-20
Oblivion:(Enhanced) +5 Keen +21/+21 1d8+10 17-20
Oblivion:(Enhanced 2 arcane points) +5 Ghost touch Blackblade longsword +22/+22 1d8+10 Strike incorporeal 19-20

Oblivion (base): +3 Blackblade longsword +18/+18 2d6+7 19-20
Oblivion:(Enhanced) +5 (Flaming/Frost/Shock) Blackblade longsword +22/+22 2d6+9 +1d6 energy type 19-20
Oblivion:(Enhanced) +5 Keen +22/+22 2d6+9 17-20
Oblivion:(Enhanced 2 arcane points) +5 Ghost touch Blackblade longsword +22/+22 2d6+9 Strike incorporeal 19-20

Special Abilities:

Arcane pool (18) Used(12) :+3 bonus for 2 mins

Spell combat (-2 to attack, cast spell in same round)
Spell strike (Deliver touch spells via weapon)
Black blade(Options:dancing, flaming, flaming burst, frost, icy burst, keen, shock,shocking burst, speed, brilliant energy, holy, ghost touch or vorpal.)
Spell recall (Retrieve cast spell- spend 1 pt per spell level)
Magus Arcana: Enruned Shield (Su)Benefit: The magus may expend a point from his arcane pool to scribe a rune of power on a shield with which the magus is proficient. While the rune is in place, the magus can use the hand holding that shield to complete somatic components of magus spells he casts, and is considered to have that hand free for purposes of spell combat. The rune lasts 10 minutes per level.
Knowledge Pool - Prepare magus spells not in spell book by spending 1 pt per spell.
Magus Arcana: Ghost Blade (Su) (spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options.)
Fighter training
Improved Spell Recall (Recall used spell 1/2 pt per level or prepare any spell in spell book, 1 pt /level)
Magus Arcana: Devoted Blade(Benefit: Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add holy, special ability to the list of available options.
Heavy Armor proficiency
Greater spell combat +4 to concentration

Mythic AbilitiesMythic Event: Granted power of Reaper
Hard to Kill (Automatic stabilization, don't die until your total number of negative hit points is equal to or greater than double your Constitution score.)
Mythic Power 10/day (Used: )
Surge 1d8
Champion’s Strike (Sudden attack: Swift Action/ Roll twice and add tier to attack/ Ignore DR)
1st Path Ability: Punishing Blow (Struck loses the benefits of regeneration and fast healing for 1 round. If Critical, also loses DR for 1 round)
+5 HP
Amazing initiative
2nd Path Ability: Flash of Rage (Ex) (Rage 2 rounds, whenever self or ally receives critical hit)
3rd Path Ability: Fleet Warrior. When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.
Extra Path Ability: Blowback: (1st tier) As a standard action, you can expend one use of mythic power to make one melee or ranged attack at your full base attack bonus. If the attack hits, your foe is also knocked directly away from you a distance equal to 10 feet per tier. If the foe strikes a solid object before reaching this distance, it takes 1d6 points of bludgeoning damage for every 10 feet it couldn't travel.
If it strikes another creature, both it and the creature it strikes take half this damage.
Recuperation: At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Precision (Ex)
Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can’t give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn’t reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.


2+Int (7)+Human(1)+Favored(1)= 11 skill points/ level
*Special: Concentration +18 (+22 teleportation)
Appraise rank+mod=+
Acrobatics 5 ranks+2mod=+12
Bluff ranks+mod=+
Climb rank+3mod=+3
Decipher Script 5ranks+6 mod=+12
Diplomacy ranks+mod=+
Escape Artist 1 rank+2 mod=+3
Fly 5 rank+2 mod+4misc=+15
Gather Information rank+mod=+
Intimidate 4 rank+mod=+7
Knowledge Arcana 13rank+6 mod=+23
Knowledge Dungeoneering 2ranks+6 mod=+11
Knowledge Engineering 2ranks+6mod=+12
Knowledge Geography 1ranks+6mod+2=+13
Knowledge History 9ranks+6mod=+19
Knowledge Local 2rank+6mod=+11
Knowledge Planes 5rank+6mod+3=+17
Knowledge Nature 1 ranks+6 mod=+10
Knowledge Nobility 1 ranks+6 mod=+10
Knowledge Religion 4ranks+6mod=+16
Linguistics 5ranks+6mod=+11
Perception 2 rank+0mod=+4 (+6)*
Profession (Masseuse) 3rank+3mod=+9
Sense Motive ranks+1mod=+
Stealth 3rank+3mod=+6
Sleight of Hand rank+3mod=+
Spellcraft 12ranks+6mod=+24
Swim 1rank+3mod=+4
Use Magic Device 12ranks+3mod= +19


Weapon focus (longsword), Dodge, Extra Arcane pool, (Alertness*) Mythic Dodge (immediate action +10 AC 1 attack), Shield Proficiency, Medium Armor proficiency, Improved Natural Armor, Extra Mythic path abilty, Dimensional Agility, Dimensional Assault

Base leadership score 13

Qualifyers: Great renown +2 (Restored the barrier), Fairness and generosity +1 (any number of actions), Special power +1 (Bladebearer), Special power +1 (Shield of Aroden), Moves around a lot –1

Total leadership score: 17 (Cohort:Celia)
Cohort level: 11th
1st level followers: 25
2nd level: 2
3rd leve: 1


Bladed Magic
You have an innate talent for using magical weaponry and those weapons capable of becoming magical. Benefits: You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Focused Mind

Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.



Sigils along body provide +5 Natural Armor bonus

Spells Prepared:

Detect Magic, Disrupt Undead, Mage Hand , Prestidigitation , Arcane Mark, Read magic, Open/close
1st -level (Per day 6 )
Clarion call, Shocking Grasp(5d6), Corrosive Touch (5d4), Burning hands (5d4), Chill touch (1d6 +1 str/ multiple attacks), Unseen Servant,
2nd -level (Per day 5)
Mirror Image (1d4+3), Bull's Strength, Ablative Barrier , Frigid touch (4d6 staggered), Blur
3rd-level (Per day 5)
Haste, Forcepunch (10d4) DC 19 Fort or knocked back 15 ft, Vampiric Touch (4d6), Shining Cord,Air Geyser.
4th-level (Per day 4)
Dimension Door (2), Stone skin (DR 10/Adamantine up to 100pts), Greater Celestial Healing(FH 4)
5th-level (Per Day 2)
Teleport X2, Banishing Blade

All zero level (Acid splash, Arcane mark, Dancing lights, Daze, Detect magic, Disrupt undead, Flare, Ghost sound, Light, Mage hand, Open/close, Prestidigitation, Ray of frost, Read magic, Spark.

1st (15) : Chill touch, , Grease, True strike, Clarion call, Magic missile, Corrosive Touch(5d4), Swift Girding, Shocking Grasp (5d6, +3 vs metal), Vanish, Burning Hands (5d4), Feather Fall, Lock Gaze, Mount, Silent Image, Unseen servant,

2nd (9): Bladed Dash (+6 to attack), Mirror Image, Ablative Barrier, Frigid Touch(4d6 staggered), Blur, Bull's Strength, Scorching Ray(2rays 4d6), Tactical Acumen, Armor lock

3rd(5): Haste, Forcepunch (10d4), Vampiric Touch (5d6), Air Geyser (2d6, blast up 5ft per caster level), Find fault (Know weaknesses as if rolling 31 on Knowledge check/+5 insight to 1st attack), Shining Cord (Form connection with a creature within 30 feet, gain bonuses vs. that creature, deal 1d6/level force damage if they move away.)

4th(4): Arcana theft, Stone skin (DR 10/Adamantine up to 100pts), Dimension door, Forceful Strike (Meleee+10d4 force+ bullrush +11 to CMB), Celestial Healing, Greater (Fast healing 4, radiate good aura)

5th (2) Teleport, Telekinesis, Banishing Blade, Greater Bladed dash


Belt pouch

Fox's cunning (Int +4 for 4 mins)
1 potions of enlarge person,
7 Potions CLW
Vial of (Restoration?)
Bandoler : eight cure light potions, two cure moderate, and that last one is a potion of invisibility.
potion of heroism x3,
potion of delay poison

wand of Barkskin with 25 charges
Wand-Protection from Law 34 charges
wand-Shield of faith (cl 11) 7 charges.
wand of shield-12 charges

cure light wounds
Dimension Door
Dimension door
scroll of CLW x3,
scroll of invisibility
scroll of fly
scroll of silence
scroll Cone of cold (cl 9)
scroll of scorching ray (cl 7)
scroll web

Explorer's outfit
Azure cloak
Deeper blue tunic (wearing)
Dark breeches (wearing)
Deep blue-green sleep set (In pack)

Head: Headband of Vast Intellect +2
Neck: Aegis of Recovery (+2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.)
Shoulders: Cloak of the Hedge Wizard (Transmutation) At will Mage Hand, 1/day Enlarge person, Expeditious retreat
Finger: Ring of Protection +1
Finger: Ring of 3 wishes (1 used)
Hands:Spellstrike gloves. These black leather gloves are lined with soft black velveteen and have silver buckles that run from the wrist to the elbow.
Three times per day, the gloves allow the wearer to treat a ranged magus spell as a spell with a range of "touch," allowing him to deliver the spell with his spellstrike ability
Waist:Belt of physical might +2 (Str/Con)
Feet: These strange, heavy, leather-and-steel boots feature a pair of ever-fluttering wings on each side. These boots function like winged boots (Fly 3x/day 5mins per flight, +4 to fly check), but also grant a +5 bonus to CMD against bull rush, overrun, and reposition combat maneuvers as long as the wearer is standing on solid ground. A mythic creature can expend one use of mythic power when commanding the boots to fly to gain the bonus to CMD for as long as she uses the boots to fly.

Non Iten slots:
Worn on a chain around her neck. Rajni's wish ring (1 wish)
As a bandanna tied around her ankle. Portable hole containing chained chest with alien orb



Light: 43 lbs
Medium: 86 lbs
Heavy: 130 lbs


Original (Aurelia)

Daughter of an Icathian mid level noble in a region that would become affected by the war, on the outs with her family on account of being the black sheep, independednt minded, brash and fell in love with her bodyguard, another woman, ruining her father's aspirations of marrying her off for better political standing.

Exiled for defying her father's wishes, she picks up study of both sword and blade becoming quite the warrior. When the war erupts and things head south, she returns home in time to find the place being overrun by the enemy.

Fighting her way into the manor she finds the bodies of most of her family and is in time to see her fatehr fall in his study just as her releases a catch in his desk that reveals an elegant black bladed longsword.

In a frenzy she barely remembers she takes the balde and manages to kill her way out in the chaos and escape, her blurry memeories mixed with snippets of thoughts or feelings that weren't hers.

She's been fighting ever since, gaining more ability and skill. At times she can swear she feels an exhilaration comng from the sword itself, and also a strange pull. The mysterious island has been entering her dreams of late, yet in the dreams she is someone else.


Jelks - Bard. Not very confident. self conscious about something physical
Umina. Other Blade bearer. WIELDER OF HOPE. Lonely. hiding from Anizari.
Rakali Kitsune blooded Anizari. Aunt of Clara. Wields black blade Gukinshi

Sādhanā's appearance
Sādhanā's build

Sādhanā is the perfect specimen of an Anizari warrior, tall and powerfully built while maintaining a definite feminine physicality. At 6’1 she is somewhat taller than the average man and towers above most women, her sleek well-muscled frame accented by generous curves that soften her overall appearance.

Her long, silvery-white hair compliments skin, pale as though from extended periods outside of sunlight, adorned with elegant iridescent blue tattoos of ancient sigils along her face, neck, arms, legs, and other visible expanses of her body.

Sharp blue eyes emanate intelligence, constantly taking in all aspects of her surroundings, she wears an expression of attentiveness and focus, which can erupt in a surprisingly dazzling smile when the mood strikes her.

Dressed in dark metal adamantine armor when in the field, she wields a deadly looking ebon-black longsword that seems to absorb the light that touches it, often morphing into a deadlier form when she enters combat.




g s


Former Anniversary: 14th of Forgefire, 251 AS
Clara Ex-wife's Birthday: 28th of Frostfall
Ylrhea's Birthday 22nd of Frostend

The artwork is relatively insignificant. It simply serves to venerate the three gods that were probably ever-present in their lives. The figurines, however, are quite the opposite. Older than any living being, they are quite a historical find.

While the details are lost to Aurelea, she is certain that they are depictions of three ancient gods worshiped in the latter part of the First Age and the early part of the Age of Conquest. These gods, long forgotten, were predecessors of the current gods. While Aurelea can identify the nude woman as Inaea (in-ā-ya), a goddess of love before Shelyn, and the man with the shepherd's crook as Tajal, a god of agriculture and farming before Erastil; she cannot determine who the bird-headed god is or if it belongs to the same group of gods.


2 books taken from swamp fortress library.

Anizari, Summoners & Midwives:
"Just remember you asked for this...The Summoners and Anizari were tied together, mostly through marriages and a shared belief in Aroden's work. The Summoners were the only males that were able to conceive with the Anizari, though it still took a toll on their bodies. When Aroden saw the incompatibility between the two groups, that's when he blessed the Anizari with the ability to procreate among themselves. That started a rift between both groups. The death of Aroden dissolved the rest of the ties between the Anizari and the Summoners. The Summoners were quick to adopt other gods, while the Anizari clung to Aroden faithfully.

The Midwives were mediators between both groups and delivered new Anizari children into the world in accordance with their goddess, Aveta. The birth of an Anizari child is a harrowing ordeal. Aveta has been gone from this world for a long time and many think her dead. Others speculate that Pharasma took Aveta's power...but Konstantyná's ability disproves that rumor. It is also rumored that Aveta was Aroden's lover, which would explain why Midwives and the Anizari get along well. But that was ages past...I doubt Konstantyná would know of this."



Int: 16 Wis: 12 Cha: 12 Ego:16
Enhancement bonus +4
Languages: Common, Draconic, Abyssal, Infernal, Anizari

Fort: + 9 Reflex: + 5 Will: + 8
Arcane pool:6 Used:2

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.p

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.

Resources per day:

Boots: 3 Used:2
Cloak: Enlarge person used:
Expeditious retreat used:0

Spirit of Knowledge:

Arista:How do we find Sienna?
"The tiefling, Sienna, is beyond this plane of existence. You must journey to the Plane of Shadow to find her," the voice answers. "She is at the shadowy reflection of the Wall of Nicae."

Lea: Am I real
"No, you were created by Elder Sister to help control Cyna," the voice answers. "However, the strange energies of the Shard of the Sky have given you a new existence."

Source of info: A fair question and one I shall answer freely," the voice replies. "I am a spirit of knowledge, bound to this Tower, like my brethren are bound to the other two. I only can speak of the present, whereas my brother you met in the Tower of Chaos can speak of the future. In the third Tower, the third spirit can only speak of the past."

Cynafae: What happened?
"You were forcefully expunged from the mind of Cyna and given a corporeal body which manifested here," the spirit of knowledge answers

Sadhana: What are the Anizari doing right now?"
"They prepare to march on Valwick. They will be ready in two days time,"

"You lot value truth. You want the truth? I shall give it to you...all of it. Maybe not all of it, but a good deal of it. You thought that you came here to colonize a new land for Icathia? You thought you came here to drive out a bunch of madmen who practiced outlawed magic? That's partly true. I hired you to kill them. That foolish dragon, Malfeliax, swallow part of my device: this so-called "Shard of the Sky". That "Shard" is a key, crafted by means you could never comprehend. It would drive you mad just to know even the tiniest bit about its construction. But those Necromancers didn't do what I asked of them and I still have an undead dragon in possession of something I need." --Vonder McStupidhead :o)

"Madness is my business, but I think you already know that. R'lyeh is where my father, Cthulhu, sleeps. He is the harbinger of the end, a god of Chaos. He existed before your pitiful gods came into existence. R'lyeh exists in many places at once, many of them already ruined and turned to nothingness. Your world, Vesaria, was the latest to be harvested to sate my father's hunger. Yet...I seem to face difficulty after difficulty in unleashing Cthulhu's wrath upon your world. You've served me well by destroying these shards and your little Tower of Order will protect you and your home from everything but my father. He is beyond such things."

The Shield of Aroden:

A carving of a winged, radiant eye stares from the surface of this sturdy wooden shield, unflinching through the scars and gashes of innumerable battles.

The Shield of the Winged Eye is a +5 light fortification spell resistance (17) heavy wooden shield.

Once per day, the bearer can invoke a form of fire shield that protects against cold attacks and damages opponents with fire and holy damage similarly to the spell flame strike.

Once per round as an immediate action, if an adjacent ally is hit by a ranged or melee attack, the bearer can use the shield to redirect the attack to himself, taking all effects from that attack as if he were the intended target.

All allies within 100 feet of the bearer gain the effect of bless and prayer. Additionally, all allies within 100 feet of the bearer know his relative position and condition, as per the spell status.

Beyond these properties, the Shield of the Winged Eye is designed to protect its bearer from death. Any attack that would kill the bearer (not merely make him unconscious or dying) triggers this ability, redirecting the lethal attack fully upon the shield and leaving the bearer unharmed (even if the attack normally only works on living creatures).

For example, if the bearer failed a saving throw against flesh to stone, the shield would turn to stone and shatter instead, whereas if the bearer failed his save against horrid wilting, the shield would turn to dry splinters. This power always destroys the shield, reducing it to 1d20 nearly invulnerable shards that suggest the way in which it was last destroyed. The Shield of the Winged Eye bestows two negative levels on any chaotic creature that attempts to wield it. These negative levels remain as long as the shield is held or carried. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the creature possesses the shield.


The Shield of the Winged Eye is designed to be destroyed, but the supposedly invulnerable shards left by its destruction can be utterly destroyed if they are consumed by a chaotic neutral being at least as powerful as a demigod.


Those who would take up the Shield of the Winged Eye must first restore it—a nigh-impossible challenge.

A Legend Reforged: Those who possess all of the Shield of the Winged Eye's shards can attempt to recreate the shield in one of two ways. The most difficult method is to petition a deity to personally intervene and recreate the shield. Barring this, lawful neutral mortals can recreate the shield by casting a wish spell upon the shards in an area consecrated to a lawful neutral deity. It requires a week to reforge the shield, and the creator must spend the entire time within the consecrated area, each day succeeding at a DC 35 Craft (armor) check.
While a deity can recreate the Shield of the Winged Eye perfectly, even the most talented mortal's attempt has a subtle flaw. Anytime the bearer fails a saving throw by rolling a 1, the shield must also attempt the same saving throw. If the shield fails this save by rolling a 1, it shatters into 1d20 pieces.

Restoring the Shards: Eleven of the Shield's 12 shards currently rest in one great city. The twelfth is said to be locked away within a haunted prison tower, possibly still within the palm of a great tyrant. If this is true, recreating the Shield of the Winged Eye would require the breaching of the great seal that bars the prison, potentially releasing the tyrant back upon the world.

Blade Bearers:

Sādhanā – Oblivion/Requiem
Umina - Hope
Amareth – Soul
Rikali – Gukinshi
Allira - Sage

Sādhanā's current buffs/defenses
DR 2/-
DR 10/adamantine
+5 Keen +24/+19 2d6+10 17-20
Current AC: 35
Current Saves: Fort: + 11 Reflex: + 8 Will: + 9 (10 vs fear)

Active spells: Party
Life Bubble, Mirriam & Magestreia 2-hrs each. 4-hrs everyone else.
Pro. Energy Communal. (Fire) 20-Min. To everyone except Sienna.