Arodnap

Vassekh-Arokh Yessai's page

583 posts. Alias of Oceanshieldwolf.


Full Name

Vassekh-Arokh Yessai

Race

Githyanki

Classes/Levels

Direlock (Fear Eater) //Warder (Zweihander Sentinel) 6; HP 51/41; AC 18/T 12/ FF 16; Fort +7, Ref +5, Will +7; CMB +7, CMD 19; Per +10, Init +4; Spd 30 ft.; Terror Pool 1/6

Gender

Female

Size

Medium, 6'2"

Age

26

Special Abilities

Dire Pool, Dire Weapon, Dire Zone, Fell Regalia, Inimica 2/day, Fear Eater, Fearsome Slough, Fear Shroud

Alignment

Neutral (with Good tendencies)

Deity

None

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Vassekh-Arokh Yessai

Image 1

Image 2 (foremost figure)

Quick View Stats for Combat:
Status:
HP: 51/41
AC:18, 12 touch, 16 flat-footed
Saves: Fort: +7, Reflex: +5, Will +7
BAB +4
CMB +5; CMD 17

Initiative: +2 (+2 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing: Dread hauberk-khirt (Parade Armor) +1
Items in Hand: +1 Cold Iron Large Bastard Sword, Buckler +1

Terror Pool Points: 6/6
Maneuvers Known: 8
Maneuvers Readied: 5
Stances: 3

SPELLS
DC 12 [10 + 3 (Int Mod)] + spell-level
Prepared Spells/day: 1 1st
1st level spell slots prepared: touch of fatigue
Spells in Grimoire: ghost sound, hideous laughter, interrogation, touch of fatigue, ventriloquism

read magic

Yessai's Tale:

From the teachings of Vassekh-Arokh Zoss:

"Null. Void. Nadir. These terms will be levelled at you. Remind yourself that you are of the gith, your blood is true. Remind yourself that only your own blood will characterise you thus, and yet they need us, promote us and utilise our power. We are outcast, but respected. Reviled, yet needed. The Dire Fortresses train the highguard of the lichqueen. The Dire Fortresses train you and your ilk. Revel in your notoriety among the gith, for none outside our kind appreciate us as anything other than yet more gith."

For most of her life, knew nothing other than the Fortress - a martial society housed in imposing stone floating in the Astral Sea. Inculcated in the myths, stories and genealogies of the gith and their incessant war with the githzerai and hatred of the illithids. The Mind Flayers. Occasionally caravels from other Fortresses would arrive, and with them snippets of news from the Astral Sea and the worlds outside. Although Yessai hungered for a less cosseted life, her honor and loyalty to her caste and clade kept her still.

She knew her lot within Githyanki society. For at birth, Yessai, a rare breed of genetic throwback, was removed from her birth creche and, after an eldritch diagnosis by the Spiral Radiant, an Imperial Githyanki Direlock sect, taken to be trained as a fear eater, able to prey on the fears of others, and to instil fear within them. Yessai is, despite her lineage, society and culture, a good natured individual. Imposing and fierce to behold, Yessai is nonetheless studious and calm, even when angered.

In time, Yessai was sent to Sigil to report on the polyglot polis. Tasked with researching the Lady of Pain, Yessai fell to adventuring and following her myriad interests. The Fortress is far away in her mind, but she knows, one day, the Githyanki will call for her again...

Yessai is confident in her abilities, but her greatest fear is being returned to Githyanki culture and reintegrated to better achieve the lich-queens desires. Her recent lack of effort and poor reporting has made her somewhat concerned that she will be considered a "rogue agent". Her inherent loyalty and honor notwithstanding, Yessai's considerable curiosity has led her to be increasingly off-mission - she has almost no more information on the true nature of the Lady of Pain than when she began. But the intelligence she has gained on a tatterdemalion array of esoteric subjects she feels is still valuable. She just hopes the Spiral Radiant agrees...

For herself, Yessai yearns and thirsts for knowledge on anything and everything. She is wise enough to know the limits of her own intellect, but is also clever enough to know that the measure of insight is buttressed by application of information, and information is what she seeks. She also seeks to understand the history of her own bloodline - in addition to her fascination for her genetic "disability" she harbors a secret fascination for the hated githzerai - the Direlock Fortresses superficially simialar to the githzerai monastic traditions.

Aware of her own inherent dire power, Yessai is also interested in the nature of fear - she herself only fears her own kind, and her dread, honored and perilous lich-queen.

Recent adventures with a mixed crew of extra-planar beings have still not satiated her curiosity - their backgrounds, personalities and their shared adventures offering an endless casvalcade of excitement, information, insights and, dangerously, new understanding of the monolithic nature of the githyanki world view....

STATS:

Ability Scores
Score (modifier) (point buy - 20pts) (racial bonus) (level up)
Str : 12 (+1) (1) (+1 4th level)
Dex: 14 (+2) (2) (+2 Githyanki)
Con: 12 (+1) (0) (+2 Githyanki)
Int: 14 (+2) (5)
Wis: 12 (+1) (2)
Cha: 16 (+3) (10)

DEFENSE:

AC: 18, touch 12, flat-footed 16 (+4 armor, + 2 Dex, +2 shield, +0 size)
HP: 51 (Full first lvl = 8, plus avg rounded down 5 x 5 = 25, +6 Con, +6 Favored Class, +6 Toughness)
Fort +7 (5 + 1 con +1 cloak), Ref +5 (2 + 2 dex, +1 cloak), Will +7 (5 + 1 wis +1 cloak)

OFFENSE:

Initiative: 4 (+2 Dex, +2 trait)
Speed 30 ft.

Base Atk: +6, +1

CMB: +7 (+6 BAB, +1 str) CMD: 19 (10, +6 BAB, +1 str, +2 dex)

Melee:
+1 Large Cold Iron Bastard Sword +6/+1, 2d8 +2, 19-20 x2 [+6 BAB, +1 Str, +1 enchantment, -2 Large] [+1 Str, +1 enchantment]

Ranged: N/A

Favored Class Bonus Direlock: Hit points

Feats:
[4: 1 1st level, 1 3rd level, 1 5th level, 1 bonus Combat or Teamwork]
Exotic Weapon Proficiency: Bastard Sword

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Extra Inimica You may choose to learn one extra inimica.

SKILLS:

Skills: (36 = 4 ranks x Direlock//Warder 6, +12 Int) xxxxxx

The warder's class skills (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (martial) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/No/xx/+2 = +2 * #
Appraise (Int)/No/xx/+2 = +2
Bluff (Cha)/Yes, +3/1/+3 = +7
Climb (Str)/No/xx/+1 = +1 *
xxxxxCraft (tattoo) (Int)/Yes, +3/1/+2 = +6
xxxxxDiplomacy (Cha)/Yes, +3/2/+3 = +8
Disable Device (Dex)/No/xx/+2 = +2 * #
xxxxxDisguise (Cha)/Yes, +3/1/+3 = +7
Escape Artist (Dex)/No/xx/+2 = +2 *
Fly (Dex)/No/xx/+2 = +2 *
Handle Animal (Cha)/No/xx/+3 = +3 #
Heal (Wis)/No/xx/+1= +1
xxxxxIntimidate (Cha)/Yes, +3/5/+3 = +13@ @ +2 from Fell Regalia
xxxxxKnowledge (arcana) (Int)/Yes, +3/4/+2 = +9 #
Knowledge (dungeoneering) (Int)/No/xx/+2= +2 #
Knowledge (engineering)(Int)/No/xx/+2 = +2 #
xxxxxKnowledge (history)(Int)/Yes, +3/2/+2 = +7 #
Knowledge (nature)(Int)/No/xx+2 = +2 #
Knowledge (planes)(Int)/No/0/+2 = +0 #
Knowledge (religion)(Int)/No/3/+2 = +5 #
Linguistics (Int)/No/xx/+xx = +2 #
xxxxxPerception (Wis)/Yes, +3/6/+1 = +10
Perform (Cha) /No/xx/+3 = +3
Profession (Int) /No/xx/+2 = +2 #
Ride (Dex)/No/xx/+2= +2 *
xxxxxSense Motive (Wis)/Yes, +3/3/1 = +7
Sleight of Hand (Dex)/No/xx/+2= +2 * #
xxxxxSpellcraft (Int)/Yes, +3/5/+2 = +10 #
Stealth (Dex)/No/xx/+2 = +2 *
xxxxxSurvival (Wis)/Yes, +3/3/+1 = +7
Swim (Str)/No/xx/+1 = +1
xxxxxUse Magic Device (Cha)/Yes, +3/3/+3 = +9 #

TRAITS :

Reactionary: Benefit: You gain a +2 trait bonus on initiative checks.
Anatomist: Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Languages: Common, Gith, Draconic, Giant, Gnoll, Elvish.

CLASS ABILITIES

Terror (Dire) Pool:

Dire Pool (Su): At 1st level, the direlock gains a reservoir of mystical eldritch energy that she can draw upon to fuel her powers and enhance her dire weapon. This dire pool has a number of points equal to 1/2 her direlock level (minimum 1) + her Charisma modifier. The dire pool refreshes once per day after 8 hours of rest.
At 1st level the direlock may expend 1 point from her dire pool as a swift action to gain a +1 morale bonus to damage with her dire weapon for a number of rounds equal to her Charisma modifier. This bonus increases by +1 for every four direlock levels to a maximum of +5 at 17th level.
At 3rd level the a direlock may expend 1 point from her dire pool as a swift action to gain a +2 morale bonus to saves against all spells, spell like abilities and hexes cast within her dire zone for a number of rounds equal to her Charisma modifier.
At 7th level the direlock may expend 2 points from her dire pool as a swift action - for a number of rounds equal to her Charisma modifier, all enemies receive a -2 penalty to all saves while in the dire zone.
At 10th level, the direlock may expend 3 points from her dire pool as a swift action to give her dire weapon the spell-stealing ability for one minute.
Any inimica, incunabula and dire zone related abilities do not function if the direlock no longer has points remaining in her dire pool.

Terror Pool adjustment to Dire Pool:

Terror Pool (Su): This is exactly like the direlock’s dire pool ability, except that the fear eater of 5th level or higher can also expend 1 point from her terror pool to remove the shaken or cowering condition from an ally within her dire zone, 2 points to remove their frightened condition, or 3 points to remove their panicked condition. She may target up to three allies but may only remove one condition per ally per round, and must spend terror pool points for each individual. For every dire pool point spent the fear eater is healed of 1 hp per round of the condition removed - if she is uninjured she does not gain any hit points. Terror pool is treated as dire pool for any ability that requires dire pool to function.
As long as the fear eater has at least one point remaining in her terror pool the fear eater gains immunity to fear and fear effects, including the shaken, cowering, frightened or panicked conditions. If she no longer has points remaining in her terror pool she still gains a +2 insight bonus to saves against fear effects. This ability alters but otherwise functions as the dire pool ability.

Dire Weapon:

Dire Weapon (Su): At 1st level, the direlock selects one melee weapon with which she is proficient and designates that weapon as her dire weapon. Direlocks often favor large, brutal or gruesome weapons such as bastard swords, dire flails, greatswords, falchions, heavy flails, kusarigamas, nodachis, naginatas, scizores, scorpion whips, spiked chains, spiked gauntlets, and temple swords. The ritual needed to imbue a new weapon with the requisite charms to designate and create a dire weapon takes 8 hours to complete.
The dire weapon is the physical embodiment of the direlock’s purpose - a direlock must be wielding her dire weapon to use her 1st level dire pool ability and any inimica or incunabula that require a weapon.
Through supreme focus, the direlock can perform a counterspell with her dire weapon, drawing upon the energy of her dire zone to dispel incoming spells. This follows the normal rules for counterspelling, however the spell to be countered must be cast within the direlock’s dire zone and the direlock does not cast a spell to counter – she instead must expend one point from her dire pool per level of the spell cast, as an immediate action, utilizing her dire weapon as the focus. After this action, any active inimica effects in the dire zone are suppressed until the direlock’s next turn.
As long as the direlock has at least 1 point in her dire pool, the dire weapon is immune to the broken condition. If damaged, the dire weapon repairs itself when the direlock’s dire pool is replenished.
Additionally, as long as the direlock has 1 point remaining in her dire pool she gains a constant +10 competence bonus to her CMD with regard to attempts to disarm her of or sunder her dire weapon – this bonus improves to +20 at 10th level. If the dire weapon is a spiked gauntlet or scizore this bonus is +15 (+25 at 10th level).

Dire Zone:

Dire Zone (Su): At 1st level the direlock emanates an ominous zone that threatens and imperils her foes as described in the inimica and some incunabula class features. This zone is a 10-foot radius emanation centered on the direlock. This zone increases to 15 feet at 7th level, 20 feet at 14th level and 30 feet at 20th level.
As long as the direlock has at least one point remaining in her dire pool, the dire zone bestows upon the direlock a +1 morale bonus to save against fear effects, and a -1 penalty to all foes’ saves against fear effects that are within the dire zone, increasing by +1/-1 respectively for every three direlock levels beyond 1st, to a maximum of +5 and –5. Creatures that are normally immune to fear lose this immunity while within the dire zone.

Fell Regalia:

Fell Regalia (Ex): At 1st level, a direlock’s imposing armor, weaponry, headdress, raiments and other accoutrements grant her a circumstance bonus to all Intimidate checks equal to 1/2 her direlock level (minimum +1). Consequently, she also receives a similar penalty to Diplomacy and Handle Animal checks.
If the direlock is without these items (i.e. naked, heavily disguised or otherwise visually changed to a non- threatening form or visage) she gains no effect from this ability - either bonuses or penalties.

Inimica:

Inimica (Su): At 1st level, by expending one point from her dire pool, the direlock can create dire eldritch effects within her dire zone as a swift action to hinder her foes and empower her attacks. Starting when the inimica is called, the direlock receives a bonus to her abilities ot imparts a penalty to a foe or foes within her dire zone. Saving throws DCs to reist particular inimical effects are equal to 10 + 1/2 the direlock’s level (minimum 1) + the direlock’s Charisma modifier.
At 1st level the direlock knows a number of inimica equal to her Charisma modifier (minimum 1). She learns a new inimica at 2nd level and every two levels thereafter. Whenever the direlock gains a level she can choose to learn a new inimica in place of one she already knows. In effect, the direlock loses the old inimica in place of the new one. A direlock may swap only one inimica in this way per level.
Once activated, this ability lasts until the combat ends [for 5 minutes], at which point all of the bonuses or penalties immediately end. At 1st level, a direlock can use this ability once per day. At 4th level, and every three levels thereafter, the direlock can use this ability an additional time per day. The direlock must participate in the combat to gain these bonuses or bestow these penalties. If she is paralyzed, stunned, unconscious, or otherwise prevented from consciously participating in the combat (i.e. the subject of a hold person spell, put to sleep, turned to stone), the ability does not end, but the bonuses/penalties are halted and do not resume until she can participate in the combat again. Note that inimica can still function and their bonuses or penalties still apply if the direlock is frightened or panicked.
If the direlock expends her last remaining point from her dire pool or is slain, any inimica effects end immediately.
When the direlock uses this ability she must select one type of inimica to create. As a swift action, she can change this inimica to another type. All effects of the previous inimica immediately end and the new inimica takes effect - this change does not require any new dire pool point expenditure.

Inimica Known:

Blood Zone: The direlock’s dire weapon forms jagged edges, wicked spikes or heavy flanges - creatures struck by the dire weapon suffer bleeding 1 hp (even if they leave the dire zone). This increases to bleeding 3 hp at 10th level. A successful Fortitude save negates this effect.

Distracted Magic: The direlock shimmers and wavers. All spellcasters within the direlock’s dire zone who specifically target the direlock with offensive spells increase their concentration check DCs by 5. This increases by 1 for every 5 levels the direlock possesses. A successful Will save negates this effect. This is a visual effect.

Fearsome Power: While empowered by this inimica, the direlock's dire mantle glows with eldritch power. The DC of the direlock's abilities and direlock spells increase by 2 when affecting creatures within the dire zone. This inimica applies to foes' saves against imparted conditions from the fearsome slough ability. A direlock must be at least 4th level to choose this inimica.

Seed of Doubt: A creeping sense of hopelessness fills the dire zone. All enemies within the direlock's dire zone receive a –1 penalty to Will saves and a –1 penalty to attack rolls made against the direlock. These penalties increase by 1 for every 4 levels the direlock possesses. A successful Will save negates the penalty to attack rolls and reduces the Will save penalty to –1. This is a mind-affecting effect.

Stricken: The direlock becomes energised by eldritch might, her weapon and physicality crackling with dark power. All enemies within the dire zone receive a -1 penalty to AC and CMD against attacks from the direlock’s dire weapon. This penalty increases by 1 for every 4 levels the direlock possesses to a maximum of -5.

Pitiless Advantage: The aura of dread surrounding the fear eater enhances her attacks against those most affected. The fear eater gains a +1 morale bonus to attacks against any enemies in her dire zone with the frightened, cowering, panicked or shaken conditions or under the effect of any spell or ability with the fear descriptor. This bonus increases by 1 for every four fear eater levels to a maximum of +5. Additionally, the fear eater gains a flat +1 morale bonus to critical threat confirmation rolls against such enemies.

Weakened Resolve: The direlock’s fell regalia is limned with terrible images, script and symbols. The direlock’s DC when making an Intimidate check meant to demoralize a target within her dire zone is equal to 10 + 1/2 the target’s Hit Dice + the target’s Wisdom modifier. This is a visual effect.

Fear Eater:

Fear Eater (Su): At 2nd level, whenever enemies that have the shaken condition are within the fear eater’s dire zone, she can “eat” their fear as a standard action that does not provoke attacks of opportunity. She can target two such foes per round with this action.
Each shaken condition that the fear eater consumes heals her for 1 hit point for each round remaining in the condition’s effect. Once the condition is eaten, the enemy is free of the condition. Alternatively the fear eater can use the eaten shaken conditions to dispel her own shaken conditions on a round for round basis.
At 3rd level, as a standard action the fear eater can consume the shaken or cowering condition of up to three enemies within her dire zone. Each cowering condition she consumes heals her of 2 hit points for each round remaining in the condition’s effect.
Alternatively the fear eater can use any eaten shaken or cowering condition to dispel her own exhausted, fatigued, dazzled or sickened condition on a round for round basis. This ability replaces spells lost to diminished spellcasting and the dire sense ability.

Fearsome Slough:
Fearsome Slough (Su): Starting at 2nd level, by expending one point from her dire pool, the direlock can remove one temporary condition she is suffering from and transfer it to another creature. As a swift action, the direlock can transfer the dazzled, deafened, fatigued, shaken and staggered conditions to an adjacent non-allied creature.
To transfer the condition, the direlock first makes a new saving throw with a +10 morale bonus (as well as any other bonuses available) against a particular condition she is suffering from – if successful, she can slough the condition to an adjacent enemy.
If the direlock fails this new save the expended dire pool point is still lost. The enemy is allowed a saving throw as if it were the original target - if successful, the condition dissipates.
If the victim fails its save, it receives the condition for as many rounds were left at the time the direlock sloughed it.
Only one condition can be sloughed per round and each enemy may only be under the effect of one of the direlock’s sloughed conditions at one time. If the victim dies before the condition has run its course the condition dissipates.
A direlock cannot slough a condition she has received that did not require a saving throw. Sloughing a condition completely removes it and any prior conditions that led to it.

Fear Shroud:
Fear Shroud (Su): Starting at 3rd level, a fear eater radiates a palpable vibration of fear. As a standard action, a fear eater can cause a number of targets within her dire zone equal to her Charisma modifier to become shaken for 1d4 rounds. A Fortitude save (DC 10 + 1/2 the fear eater's level + the fear eater's Charisma modifier) negates the effect.

At 6th level, the fear eater can cause targets to become staggered for 1d2 rounds.

At 9th level, the fear eater can cause targets to become frightened for 1d3 rounds.

At 12th level, the fear eater can cause targets to become panicked for 1d2 rounds.

The fear eater can use this ability a number of times per day equal to her Charisma modifier and must have at least one point remaining in her terror pool. This ability replaces the incunabula received at 3rd level.

Dire Mantle:
: Starting at 3rd level, as long as the direlock has at least one point remaining in her dire pool, a direlock's fetish and charm adorned armor becomes imbued with the ability to absorb and store magic spell energy.

A direlock may not attempt to absorb a spell greater than 3rd level, or of a level that exceeds her Charisma modifier or her remaining storage capacity. A direlock can only store a maximum number of spell levels equal to her Charisma modifier at any one time. A running total of absorbed (and used) spell levels must be kept.

Whenever an opponent casts a spell directly targeting the direlock, the direlock can make a Spellcraft skill check (DC 15 + spell level) to identify the spell. This check is an immediate action. Upon identifying the spell, the direlock can choose to absorb the spell's energy within her dire mantle, and stores this potential for the next 24 hours or until she expends it.

Alternatively, the direlock's allies may cast spells into the dire mantle – the direlock need not make a Spellcraft check to identify the spell being cast.

The direlock may choose to expend the stored spell energy to gain any one of the of the following benefits per spell level, stacking up to three spell energy levels to gain greater bonuses:

+2 insight bonus to next concentration check
+1 enhancement bonus to attacks with her dire weapon for one round,
+1 insight bonus to all saving throws for one round
+1 deflection bonus to her AC for one round.
+2 insight bonus to one use of one skill. This lasts for 24 hours or until used.

Once per day, the direlock may expend three stored spell energy levels to:

* Gain a point in her dire pool
* Gain 10 temporary hit points (duration equal to 1 round per direlock level).
* Increase the DC of a spell the direlock casts by 2

Example: Cruasa, a 6th level direlock, expends three stored spell levels of energy from her dire mantle – she may benefit from either an increase of 1 to the DC of a spell she casts, +6 to her next concentration check, a +3 enhancement bonus to attack with her dire weapon for one round, +3 bonus to a saving throw, a +3 deflection bonus to her AC for 1 round, gain a +6 insight bonus to one skill use, gain 10 temporary hit points for 6 rounds OR gain one point to add to her dire pool.

Utilizing stored spell energy is a swift action, though the direlock cannot both store and utilize the same spell energy in the same round and any spell cast using spell-energy stored in the dire mantle (see improved dire mantle) must still abide by its own casting time. The direlock may expend previously gained spell energy and then store new energy in the same round.

If the direlock cannot store a hostile spell (due to lack of storage capacity) but still makes a successful Spellcraft check to identify it, she gains a +1 circumstance bonus to any saving throw to limit or negate its effects.

If the direlock is without her personalized armor this ability cannot be used. It takes 24 hours to scavenge, forage and locate the necessary materials needed to imbue a new suit of armor with the requisite charms to create a dire mantle – the ritual itself takes 8 hours to complete - the dire mantle then takes up the chest magic item slot. While the direlock has at least one point in her dire pool, her armor is immune to the broken condition.

An enemy caster must succeed on a Spellcraft check (DC 15 + the direlock's level) to identify that the dire mantle is responsible for any interruption of their magic.

Spells:
Spells: Beginning at 5th level, the fear eater gains the ability to cast a small number of arcane spells which are drawn from the direlock spell list. A fear eater must choose and prepare her spells ahead of time.

A fear eater can cast arcane spells while wearing light armor or using a buckler without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a fear eater wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass fear eater still incurs the normal arcane spell failure chance for arcane spells received from other classes.
To learn, prepare, or cast a spell, the fear eater must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fear eater spell is 10 + the spell level + the fear eater's Intelligence modifier.
A fear eater can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Direlock. In addition, she receives bonus spells per day if she has a high Intelligence score.

A fear eater may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her grimoire. While studying, the fear eater decides which spells to prepare.
Through 4th level, the fear eater has no caster level. At 5th level and higher her caster level is equal to her direlock level –4.

Grimoire:
Grimoire: At 4th level the direlock creates a grimoire, a repository for her arcane spells. A direlock must study her grimoire each day to prepare her spells. She cannot prepare any direlock spell not recorded in her grimoire except for read magic, which all direlocks can prepare from memory.
A direlock’s grimoire initially contains three first level direlock spells, plus a number of additional 1st-level direlock spells equal to her Intelligence modifier. At each new direlock level, she gains two new direlock spells of any spell level or levels that she can cast (based on her new direlock level) for her grimoire. At any time, a direlock can also add direlock spells found in other spellbooks to her grimoire.
A direlock can learn spells from a wizard’s spellbook, just as a wizard can from a direlock’s grimoire. The spells learned must be on the direlock spell list, as normal. An alchemist can learn formulae from a direlock’s grimoire, if the spells are also on the alchemist formulae list. A direlock can copy any spell on her spell-list from an alchemist’s formulae, but the direlock can only copy formulae that are two levels below the highest level she can cast.
A grimoire is a baroque and heavy item - it costs and weighs double the amount of a normal spellbook (30 gp and 6lbs.), has the hardness and hitpoints of a treasure chest (hardness 5, hp 15) and is both lockable and trappable. Should anyone attempt to read a grimoire without the direlock’s permission, the creature must make a Will save (DC 10 + 1/2 the direlock’s level + the direlock’s Charisma modifier) or take 1 point of Intelligence damage. This effect lasts for 24 hours.

Eldritch Tendrils:

Eldritch Tendrils (Su): At 5th level the direlock can create an invisible tendril of eldritch power and attach it to a single creature within her dire zone for a number of rounds equal to her direlock level. For every three levels beyond 5th, the direlock can create one additional eldritch tendril, up to five tendrils at 17th level. Creating an eldritch tendril (or set of tendrils) is a move action that provokes an attack of opportunity.
Attaching an eldritch tendril is a standard action that does not provoke an attack of opportunity. Attaching a set of tendrils (i.e. more than one) is a full round action. A creature can only be attached to one eldritch tendril at a time.
To attach an eldritch tendril the direlock must make a successful ranged touch attack against an unwilling creature. A direlock can then transfer a condition she is suffering from to another creature that is attached to one of her eldritch tendrils via her fearsome slough ability.
Once attached, if a connected creature moves beyond the range of the direlock’s dire zone, the connection is immediately severed, and the awful ripping away of the eldritch tendril causes considerable pain to the creature equal to 1d4 points of damage for every point of the direlock’s Charisma modifier.
Alternatively the direlock can attach an eldritch tendril to an ally – connecting an eldritch tendril to a willing creature requires no attack roll. Once this connection is made, the direlock may use an eldritch tendril to feed on one condition of the connected ally per round.
As a swift action, the direlock can consume one condition - the condition is completely removed from the ally and the direlock feeds upon its energy, regaining 1 hit point for each round remaining in the cowering, dazzled, shaken, sickened and staggered conditions.
The direlock regains 2 hit points for each round remaining in the dazed, fatigued, frightened, and nauseated conditions – the direlock must be at least 9th level and requires the expenditure of one point per condition from the direlock’s dire pool to feed on these conditions.
The direlock regains 3 hit points for each round remaining in the blinded, deafened, exhausted, and panicked conditions – the direlock must be at least 13th level and requires the expenditure of two points per condition from the direlock’s dire pool to feed on these conditions.
Conditions, once consumed are considered negated. Note that the direlock cannot feed upon permanent conditions e.g. a blind or deaf creature or a zombie’s permanent staggered condition.
This ability can be used once per day. Eldritch tendrils, although invisible, can be targeted and attacked – each tendril has an AC of 20, Hardness of 5 and 15 hp.

Improved Fear Eater:
At 6th level, as a move action the fear eater can consume the shaken, cowering, panicked or frightened condition of up to three enemies within her dire zone.

Each frightened condition she consumes heals her of 3 hit points for each round remaining in the condition's effect.

Alternatively the fear eater can use any eaten frightened condition to dispel her own bleeding, blinded, dazzled, deafened, exhausted, fatigued, frightened, nauseated, shaken, sickened or staggered condition on a round for round basis.

This ability replaces the direlock's incunabula gained at 6th level.

Maneuvers:

A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Broken Blade, Golden Lion, Iron Tortoise, and Primal Fury. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver's prerequisites to learn it. See the Systems and Use chapter.

Upon reaching 4th level, and at every even numbered warder level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder's initiation modifier is Intelligence.

New Disciplines: A warder adds either Eternal Guardian or Piercing Thunder to her list of available disciplines. If she does not have that discipline’s associated skill as a class skill, she gains it as a class skill.

Maneuvers Readied:

A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below).

For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her Intelligence modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn.

Stances Known:

Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows.

Defensive Focus:

At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.

When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft +5 for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.

At 10th level, her defensive focus improves further. While her reach is increased by this ability, opponents treat her threatened area as diffiult terrain. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.

Aegis:

At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).

At 6th level, her aegis' range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft..

Armiger's Mark:

At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder's indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to the warder's Intelligence modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her Intelligence modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + Intelligence modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger's marks overlap (do not stack).

At 9th level, the warder may expend two uses of her armiger's mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + Intelligence modifier) against the warder's mark ability or suffer the penalties of being marked for a number of rounds equal to the warder's Intelligence modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence.

At 16th level, the armiger's mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent's hit points to 0 or less (this can only trigger once per marked opponent).

Bonus Feat:

At 3rd level and every 5th level thereafter, a warder receives a bonus combat or teamwork feat. She must meet all prerequisites for these feats.

Tactical Acumen:

At 4th level, the combat training that the warder has received hones her reflexes. Through her knowledge of tactics, training manuals, and lessons in the histories of war, her wits aid her when her agility may be impaired by her heavy armor. The warder may add her Intelligence modifier to her Reflex saves and to her initiative in place of her Dexterity modifier (using the higher of the two bonuses).

Clad in Steel:

Having improved her skill with her armor, the warder is a more capable combatant in it when protecting her allies or cause. The warder may subtract her aegis bonus from her total armor check penalty and increase the maximum Dexterity bonus on her armor by 1 at 6th level, and by 2 at 12th level.

Extended Defense:

Upon reaching 5th level, the warder becomes ever more skilled at adapting to the flow of combat. Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another's turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day.

Weapon and Armor Proficiency

The zweihander sentinel loses proficiency with shields and tower shields.

Zweihander Training:

At 1st level, when wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his aegis class feature bonus.

Armament Shield:

When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield- bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function).

Defensive Reach:

At 6th level, the warder has supreme control over his environment and the use of his weapon to defend himself and his allies. When wielding a non-reach two-handed weapon, the warder increases his reach by five feet for use with attacks of opportunity and counters. When wielding a two-handed reach weapon the warder threatens adjacent enemies and may attack them as though he was not wielding a reach weapon.

This ability replaces the improved aegis class feature.

GEAR:

Weapons:
+1 Cold Iron Large Bastard Sword 2d8, 19-20 x2, 6 lbs.,
Masterwork Cold Iron Light Mace, 1d6, x2, 4 lbs., 310 gp
Masterwork Cold Iron Spiked Gauntlet 1d4, x2, 1 lb., 310 gp

(11 lbs., 990 gp)

Armor:
+1 Dread Hauberk-khirt (Parade Armor): ACB +3, MDB +5, ACP -1, ASF 15%, 20 lbs., 1425gp
+1 Buckler: ACB: +1, MDB —, ACP –1, ASF 5% 5 lbs., 1405 gp

(25 lbs, 1830 gp)

Skill Equipment:

Magic Miscellaneous:
cloak of resistance +1 (1000 gp)

3 x potions of CLW (150 gp)

potion of delay disease (50 gp)

potion of comprehend languages (50 gp)

abjurant salt: Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil conjurers. As a full-round action that provokes attacks of opportunity, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil summoned or called creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected. (1 lb, 600 gp)

arrow magnet: This tiny silver cube is activated by throwing it at an intersection of squares within 50 feet. The cube hovers 5 feet above the ground at that location for the next 5 rounds. Any small projectile or thrown weapon (such as arrows, shuriken, vials, and bullets) that passes through the squares adjacent to the cube automatically turn in midair to hit the cube (no attack roll needed) instead of their intended target. The cube has 5 hit points and hardness 8. If the arrow magnet is touched by a creature or reduced to 0 hit points or less, it falls to the ground and is destroyed. (0 lb., 600 gp)
(2450 gp)

Mundane Miscellaneous
Trail Rations x2, 2 lbs., 1 gp
(2 lbs., 1gp)

Total equipment cost: 5273 spent. (of 6000 starting funds)
Weapons 986 gp., Armor 1830 gp., Magic Misc. 2450 gp, Mundane Misc. 7 gp.,
Remaining Gold
Weight: 38 lbs
Weapons 11 lbs., Armor 25 lbs., Misc. 2 lbs.,

Capacity: light: 43 lbs. or less Medium: 44-86 lbs. Heavy: 87-130 lbs.