Butter the butterfly

### The Menagerie:

* Sniffer - a medium sized bear, wearing leather lamellar and have a bunch of weapons strapped on his side.

* Nahash - a tiny sized rattle snake, yellow-brown in color. Wears a monocle and a top-hat. Tends to ride Sniffer. His scales flash in purple whenever he casts a life spell.

* Butter - A blue butterfly, 9 inch in wingspan. Usually sits on Nahash's top-hat, watching around. Butter's spellcasting is hard to notice, to do so one has to roll perception of 35 or higher (Vs take 10 on bluff + 29, -4 for obvious visual effect)

* Fly - An orange butterfly, 6 inch wingspan. Tends to chase the red ioun stone flying around them, or sit on top of it.

* Kadur - A tiny pink balloon, reminiscing of an ooze. Jumping all the time, and often flashes purple as well, casting life spells. When summoned, appears as if falling from a gate.

* Yadayim - A humanoid troll with 10 natural arms. Often wears an armor and armed with falcatas in each arm. Semi permanent, he seems as if to open a crack in space and walk in. Walks with a mechanical head and two mechanical hands.

### Offered Spellcasting (CL 22)

Spellcasting - Butter is considered to always use overchannel, and use Kadur to take away the fatigue with their spellcasting.

When spellcasting buffs are offered, these are the offered options:

#### Alteration (polymorph effect), 7 traits can be picked:

* Darkvision 60
* Low light vision
* Natural attacks (2 claws, bite, gore, 2 slams, tail slap, stinger, or 2 pincers). Can apply multiple times.
* Extra arm, 2 secondary arms (can hold but can't use shield, attack, or count as hands), prehensile tail (hold items or SA retrieve item), or 2 legs. Can be apply multiple times.
* Extra head, granting one of the following: +1 to all skills, treat two handed or one handed as light weapon for TWF, cannot be flanked, +2 and new save vs enchantment. Can be apply multiple times.
* +2 dodge AC
* Evasion
* +4 competence to initiative
* Uncanny dodge
* Lunge, choose one natural attack. Full round action, attack once with it at double reach and +4 attack.
* Leaping attack - standard action, jump, attack during the leap. Does not provoke.
* Pounce (1 extra SP)
* Trample
* Enlarge/reduce up to **Gargantual/Fine.** add +2 to the stat beyond normal
* Air Mastery - airborne's attacks gain **-3** attack/damage penalty on you
* Earth Mastery - If both you and target on the ground, you gain **+3** attack/damage
* Water Mastery - Same as above, in water.
* Elemental empowerment - Choose energy (not sonic) type. First attack/round with natural/unarmed/manufactured weapon deals CL (**22**) damage of type.
* Burn - As monster ability on natural/unarmed/manufactured (**4d6** fire on attack, DC **32** reflex or catch on fire)
* Energy resistance - choose energy (not sonic) type. Gain CL (**22**) resistance. Can apply multiple times
* Whirlwind - Grants(requires speed) whirlwind (air) and/or vortex(swim) universal ability. Standard to activate at will. DC **32**. View trait for further details.
* One of the following movement packages, can be picked multiple times
	+ Air: 110 feet fly speed with maneuverability (perfect).
	+ Earth: The target gains a 110 feet burrow speed and tremorsense 20 feet, earth glide
	+ Fire: 110 feet land speed
	+ Water: 110 feet swim speed and can breathe water freely, +**10** on swim checks
		- Can instead add 55 to current movement type
* **Elemental form - costs no trait. 1 SP to retain base form and pick best from either**.
	+ Grants up to 1 head, 2 legs, 2 arms (doesn't stack with existing if retaining form), speech, 20ft land speed, 2 slams, **+6** nat armor, DV 60. 1 SP for **100%** to ignore crits/precision.
	+ One of the following:
		- Air movement, Whirlewind, energy resistance (Electricity)
		- Earth: Earth movement, +2 stacking natural armor, energy resistance (Acid)
		- Fire: Fire movement, Burn, energy resistance (Fire)
		- Water: Water movement, Whirlewind, energy resistance (Water)
* Gain DR **10**/slashing (5+lvl/4), DR **9**/Bludgeoning or DR **9**/silver or magic (5+lvl/5)
* When damaged by melee attack, attacker sickened for 21 rounds unless fort **32.** You gain +1 circumstance bonus to attack and damage rolls against creatures sickened by this trait.
* 1/min, as standard, spray cheese in 20ft cone. Enemies take **11**d4 fire damage and entangled for 1d6 on reflex **32** save, or half as much on pass and no entangle
* Choose either the holy or unholy special ability. Any weapon the target wields gains that special ability. This trait costs an additional spell point.
* **Undead Form:** The target counts as an undead creature when determining if it is healed or harmed by positive or negative energy, such as from a cleric’s channel energy class feature or the Life sphere.
* **Undead Resistances:** The target gains a +**4 (**2+lvl/10) racial bonus on saving throws against death effects, disease, mind-affecting effects, paralysis, poison, sleep, and stunning.
* **Blood Drain:** blood drain special quality (1d**4** Constitution; this improves by 1 die size for each 5 caster levels beyond 10th).
* **Fear Aura:** fear aura special quality (30 feet, always active, creatures entering the area must succeed at a Will save against a DC of 10 + 1/2 Hit Dice + Charisma modifier or be shaken for as long as they are inside the aura; once a creature saves against this effect, they are immune for 24 hours).
* **Incorporeal:** +1 spellpoint. The target may be made incorporeal with the following modifications: The target retains all worn equipment not exceeding his maximum load as well as the benefits from any magic items that grant a continuous effect, but gains no benefit from physical armor or shields, and cannot make attacks against corporeal creatures unless using a weapon with the ghost touch special ability. The target takes half damage from non-magic weapons instead of no damage, and non-force effects originating from corporeal sources that do not deal damage have a 20% chance to fail instead of the normal 50%. The target uses normal movement speeds (treat moving through solid objects as ground movement), and in open air the target falls slowly, and may glide with a speed of 30 feet with maneuverability (perfect), falling 1 foot for every 5 feet traveled (unless possessing a fly speed).

#### Enhancement:

-For self - when choosing an option, can spend 1sp to choose another as well.

* **+6** enhancement to weapon, unarmed, armor or shield. This can be picked multiple times.
* **+6** enhancement natural weapon or natural weapon. Grant one trait from Alteration for free, stacking with Alteration effects. This can be picked multiple times, but the free trait can be applied only once.
* Add Keen to a weapon and **+7** to confirm crits.
* Allow a weapon to bypass one of the following: bludgeoning, cold iron, piercing, silver, or slashing.
* +**6** untyped bonus to a saving throw
* +**10** to dex, con, wis, int, cha or str. They ignore the first **6** points of penalty (including damage and drain), and reduce incoming penalties by half as much when possible.
* +**6** to initiative, and can take **5** additional AOO per round
* Corrosive, flaming, frost, or shock on weapon (or sonic/force type), with **+10** of the damage per hit.

#### Light:

* Increase the size and reach of target's weapons by **3** size category
* Can move through transparent barriers (like glass wall or keyhole). When using move action, can move to two spots, deciding which one did you go to on next action or when attacked/targeted.
	+ Incarnate Glow - optional addition
		- immunity to nonmagical attack forms. Even when attacked with magical abilities and magic weapons, the target takes only half damage from any corporeal source. Corporeal effects that do not deal damage only have a 50% chance of working. Force effects work on the target normally, and the ghost touch special ability can affect the target as if it were incorporeal.
		- The target loses any natural armor bonus it possesses, but gains a deflection bonus equal to your casting ability modifier.
		- The target can move in any direction with its base land speed, effectively gaining a fly speed with perfect maneuverability. In addition, the target passes through water and operates in it as easily as it does in air, becomes weightless and cannot fall or take falling damage.
		- The target moves silently and cannot be heard with Perception checks if it does not wish to be heard. Nonvisual senses such as scent or blindsight are ineffective in regards to the target.
		- Whenever the target takes a move, run, withdraw or 5-foot step action, as long as they move in a straight line and there are no factors that block normal sight (such as concealment from darkness or fog), they may move five times the normal distance they would travel.
		- As a run action, may run 100 miles per caster level in a line. The effect ends afterwards.

#### Protection:

(Visual of lattice around the target. can be spellcrafted and sundered, provides no defense from touch attacks by incorporeal creatures or light-based attacks):

* **+5** deflection
* Grants **32** Spell Resistance. Costs +1 spell
* Grant **32** Energy resistance of a type. May reflect resisted damage to origin
	+ May spend two points to raise it to immunity
* Ray Deflection - if ray doesn't auto-hit (such as nat 20), **40**% for miss & reflect at attacker with same roll & modifiers.
* Mystic Shell - **4** layers that are removed before other spells in case of a dispel magic

Life (From Nahash) CL 14:

* Any penalties for old age are suspended, and it gains immunity to all diseases, including supernatural and magical diseases, and poisons of all kinds. Most importantly, its current and maximum hit points are raised by 5 hit points per caster level. This can not bring a creature’s maximum hit points to more than twice its normal maximum hit points

## Ghostland expedition

The menagerie has participated in the ghostland expedition.

As the crusade proceeded, the menagerie found fast that they are outclassed. While Yadayim strode with the crusaders to fight on the front lines time after time. The skirmishes went fine, with everyone keeping together. At the first major battle, as spells were flying everywhere, a stray arrow managed to strike the troll in the eye, felling him. As the troll returned, persistent as ever, to the battle he soon saw an undead knight fighting charging the crusaders. Rushing to protect them, he fell a second time, saving a crusader from a deadly strike.

It soon became clear that as strong they were, the menagerie's strength was unfit for this kind of offensive. After a quick discussion, they took the device requested for distribution. While they are no great scouts, the menagerie knows how to hide. With Sniffer staying back and helps spot incoming invisible opponents using his sense of smell, the menagerie would sneak and place the devices further into the ghostlands.

Though not always successful in avoiding the patrolling undead, summoning Yadayim often made short work. With his six arms, he could easily overpower the stray undead, before more were attracted.

This backfired on the fourth and last device - as the menagerie were placing it, a huge abomination rose from the ground, surprising them. The sound of battle soon begun to draw the surrounding undead, threatening to drown them with bodies, even if they managed to beat the abomination. Kadur went first as a distraction, leading the incoming undead away as Nahash set the device. By the time he the wraiths caught him, the device was set - Nahash and the butterflies legged it, as Yadyim took a valiant stand, delaying the undead. By the time he was out, Kadur was summoned back, to make another distraction, buying the others long enough to find a hiding hole from which to burrow and flee the scene.

When they returned to camp, it turned out that a wide offensive of the undead was being carried out, and many scouts were spotted and forced to retreat, or worse. The menagerie volunteered for a rescue mission of one such group - a few scouts that found themselves hiding in the middle of an undead camel pack. While not perceptive, if the group would move, they will surely be spotted and attract the undead from the whole region.

The group set forth, splitting into two - Sniffer with Nahash and the butterflies will dig from below, while Yadayim, carrying slings and stones, will go flying from above with Kadur who carried a surprise. As they approached, the sight of Yadayim attracted undead from the region. He hastily begun shooting with the slings, doing little but slowing down the tide as some of the weaker undead fell. As the camels, ghosts and other undead converged on the flying duo, Kadur took out the surprise - which appeared to be a fist sized ball... the soon exploded, letting out a very loud sound and spit smoke in the area, signaling their retreat. Meanwhile, Sniffer found the scouts by smell, digging them into the tunnel. As they begun to run back in it, Kadur and Yadayim led the undead in a chase till they fell. The mission was deemed a success.