recursal/Fanatic-Fandom huggingface dataset:
Harald Greycloak

**XP** 45,000 / 55,000; **Level** 10
male bone creature human ranger 10
NG medium undead
**Init** +8+ terrain bonuses; **Senses**  darkvision 60 ft.; listen +16, spot +16
**Languages** common

**AC** 18 (+4 dex, +2 natural, +2 deflection), touch 16, flat-footed 14
**HP** 84/84 (10d12)
**Fort** +7, **Ref** +11, **Will** +4; Evasion
**Immune** Undead Immunities, Cold
**DR** 5/bludgeoning

**Speed** 30 feet.
**Melee** claw +14 (1d4+3/x2)
**Melee** *+1 cold iron battle axe* +15/+10 (1d8+3/19-20 x3)
**Base Atk** +10; **Grapple** +13
**Special Actions**
**Ranger Spells Known** (CL 7th):
      1st — *Alarm*, *Animal Messenger*,  *Long Strider*
      2nd — *Barkskin*

**Abilities** Str 16, Dex 18, Con -, Int 10, Wis 12, Cha 8
**SQ** Harald has one hand.
**Feats** Track, Dieheard, Double Slice, Endurance, Improved Critical (battleaxe), Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Rend, Weapon Focus (battleaxe), weapon finesse
**Skills** climb +16, handle animal +14, intimidate +12, knowledge (geography) +13, spot +16, listen +16, survival +16 (+2 avoid getting lost/hazards), hide +17, ride +6, wild empathy +11, search +2
**Skill Points** climb 13, handle animal 13, intimidate 13, knowledge (Geography) 13, spot 13, listen 13, survival 13, hide 13
**Possessions** *+1 cold iron battle axe*, *ring of protection +2*

**Favored Enemy** Harold gains a +6 bonus against giant, +4 against animals, +2 against magical beast. This is against bluff, listen, sense motive, spot, survival and weapon damage rolls.
**Wild Empathy** This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result.
**Woodland Stride** a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
**Swift Tracker** A ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
**Spiritual Guide** Harald has a +2 bonus to handle animal, knowledge (nature), listen, search, spot, and survival as long as he is in nature. In addition 1/day can commune with nature.
**Favored Terrain** Mountain. Gains +4 bonus on initiative, knowledge (geography), spot, listen, hide, move silently, and survival checks. Gains a +2 to above in forest.
Flopsy

**Megatron World**
male prairie rabbitfolk scout / fighter
*A rabbitfolk standing 5 feet tall and 100 lbs with black fur and gray highlights. His ears and feet are comically oversized for his body at roughly 12-18 inches long each. The top of his right ear is flopped over and has a copper ring through it. He has dark brown eyes and whiskers that extend the width of his face.*

*He wears black leather armor with a potion strap across his chest. A short sword hangs from his side and short bow from his back. Minimal clothing, a backpack, a belt and pouches are his only possessions.*

**BLM -** *Big Leaps Matter*

Flop has been moved to a Google page
Rigg

Rigg was introduced to the party as their guide by the Law Speakers. He traveled with an old wolf named Vungar. Rigg accompanied the party as far as the outskirts of Raendale but left the party along with Gryfhild. A merchant, he slept through more than one battle and found humor in everything. Rigg had gold teeth.
Belt of Dwarvenkind

The Belt of Dwarvenkind is a wondrous and powerful magical item that was crafted by the masterful hands of the dwarves of Seron. This belt is made of the finest materials, including mithril and rare gems that are expertly woven into the fabric of the belt, giving it an almost iridescent sheen that catches the light and sparkles like stars. The belt is of a medium size and can be adjusted to fit any waist size. It is about three inches wide and is adorned with intricate runes and symbols that glow faintly in the dark. The belt's buckle is the centerpiece of the design, and it is crafted to resemble a majestic dwarven fortress with its intricate details.

When worn, the Belt of Dwarvenkind imbues its wearer with a heightened sense of charisma, making them more persuasive and influential in social situations. The wearer also gains the ability to speak the ancient dwarvish language, allowing them to communicate with dwarves and other creatures that speak this tongue. The belt's magical powers also enhance the wearer's physical prowess, increasing their vitality, strength, and endurance, making them more resistant to fatigue and illness. Another notable feature of the Belt of Dwarvenkind is its ability to allow the wearer to see in darkness.

* This belt gives the wearer a +4 competence bonus on all Charisma checks (such as Charisma checks for NPC attitude) and Charisma-keyed skill checks such as Bluff; Diplomacy, Disguise, Gather Information, Intimidate and Perform as they relate to dealing with dwarves and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven and Ancient Dwarven. If the wearer is not a dwarf, he gains darkvision (range 60 feet), dwarven stonecunning, a +2 enhancement bonus to Constitution, and +2 resistance bonuses against poison, spells, and spell-like effects.
Being Drunk Effects

## Drunk Effects

After 6 drinks (plus CON bonus and size bonus Medium = 0, L = 2 ) you must make a Fortitude save DC 15+ number of drinks over your limit or you are drunk. Temporary -2 to DEX and WIS.

Example: Esbjorn has a 15 CON (+2). He is size large (+2). He can drink 10 drinks (6+2+2) and not be drunk. But if he drinks 12 drinks, He must make a Fortitude save at a DC of 17 (15+2 drinks over his limit) or be drunk and suffer the effects.
Leiptr

**Size/Type:** male small lightning hawk (air elemental subtype)
**HP:** 21 (4d8)
**Init:** +4+2DEX+2QuickReconnoiter
**Speed:** 10 feet, 80 fly (good)
**AC:** 15+1size+2DEX+2nat, touch 13, flat-footed 13
**Base Attack:** +3+0.75\*4HD
**Grapple:** -1+3BAB-4Size (Weapon Finesse doesn't apply)
**Attack:** Talons +11+3BAB+1size+2DEX+5GMW melee (1d6 +5 steel talons +3d6 lightning)
**Full Attack:** 2 Talons +11+3BAB+1size+2DEX+5GMW melee (1d6+5 steel talons +3d6 lightning) and Bite +1+3BAB+1size+2DEX-5NatAtt2nd melee (1d4+3d6) - took the natural attack structure of an eagle as representative of a small bird of prey
**Space/Reach:** 5'/5'
**Special Attack:** Lightning Damage
**Special Qualities:** Low-light vision, Immunity to Electricity
**Saves:** Fort +4+4HD, Ref +6+4HD+2DEX, Will +3+1HD+2Wis
**Abilities:** Str 10, Dex 15, Con 10, Int 3, Wis 14, Cha 6
**Skills:** Listen +4+0Base+2Alertness+2WIS, Spot +19+4Base+8racial+2WIS+2Alertness+3ExtraHDSkillPoints
**Feats:** Alertness, Weapon Finesse, Quick Reconnoiter (extra HD)
**Alignment:** Lawful Neutral

**Tricks (9):** Attack (DC 20), Attack (2nd trick slot enables non-humanoid targets), Come (DC 15), Defend (DC 20), Down (DC 15), Fetch (DC 15), Heel (DC 15), Seek (DC 15), Stay (DC 15)
**Possessions:** Steel Talons, Talon Tube, Perch (shoulder), Falcon's Hood

**Companions:** Brydd Hjarta
Frenzied Savage

**Raging and Frenzy (8 rounds)**
male human fighter 5/barbarian 1/frenzied berserker 4
CN medium humanoid (human)
**Init**  +5; **Senses**  Listen +11, Spot +7
**Languages**  Common

**AC** 3 (+1 dex, -4 raging, -4 frenzy), touch 3, flat-footed 2
**HP** 128/128 (5d10+5d12+50)
**Fort** +11, **Ref** +6, **Will** +11

**Speed** 40 feet
**Typical Full Attack** *+1 great axe* +15/+15/+10 (1d12+28/x3)
**Base Atk** +10; **Grapple** +17
**Combat Options**

**Abilities** Str 28, Dex 12, Con 20, Int 8, Wis 14, Cha 10
**Feats** Intimidating Rage, Power Attack, Weapon Focus (great axe), Cleave, Destructive Rage, Weapon Specialization, Improved Initiative, Reckless Rage, Diehard, Improved Grapple
**Skills** Survival +6, Listen +11, Intimidate +13, Jump +26, Spot +7
**Possessions** *+1 great axe*, *Vest of Resistance +2*

**Fast Movement**
**Rage 1/day** While raging, a frenzied savage gets a +6 strength and a +6 constitution. He gains a +2 bonus to his will save. He takes a -4 penalty to armor class. His rage last 8 rounds.
**Weapon, Armor, and Shield Aptitude**
**Heroic Reflexes**
**Trusting his Gut**
**Whatever it Takes**
**Frenzy 2/day** While in a frenzy, a frenzied savage gets a +6 bonus to strength. If he makes a full attack, he may make an additional attack (not cumulative with haste). He takes an additional -4 penalty to AC. He takes 2 points of non-lethal damage per round while in a frenzy. A frenzy last for 8 rounds.
**Supreme Cleave** He can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. He is still limited to one such adjustment per round, so he cannot use this ability during a round in which he has already taken a 5-foot step.
**Deathless Frenzy** A frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as his frenzy continues, he is not treated as disabled at 0 hit points, nor is he treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, he continues to fight normally until his frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.
Seal Keeper Initiate

You have been trained in the ancient druidic tradition of the Seal Keepers, founded originally to guard the ancient seals that bind the primordials.
**Prerequisite:** Ability to spontaneously cast *summon nature's ally*.
**Benefit:** You get a +2 bonus on saving throws against any creature with the aberration subtype or any creature with primordial blood. Add Knowledge (Dungeoneering) to your list of druid class skills. In addition you can cast the following spells as if they were on the druid spell list at the indicated level.
∗1st level: *Protection from evil*
∗2nd level: *Zone of Natural Purity*
∗3rd level: *Remove Curse*
∗4th level: *Nature's Wrath*
∗5th level:*Geas/Quest*
∗6th level: *Antimagic Ray*
∗7th level: *Return to Nature*
∗8th level: *Mind Blank*
∗9th level: I*mprisonment*
Bertrum Dagnels

male dread necromancer 2
NE medium humanoid (human)
**Init** +2; **Senses** listen -2, spot -2
**Languages** common, abyssal

**AC** 16 (+4 armor, +2 dex), touch 12, flat-footed 14
**HP** 7/7 (1d6+1)
**Fort** +1, **Ref** +2, **Will** +1
**DR** 2/Bludgeoning and Magic

**Speed** 30 feet.
**Melee** charnel touch +1vs touch AC (1d8/x2)negative energy
**Base Atk** +1; **Grapple** +1
**Special Actions** Rebuke Undead 5/day (+2, 2d6+4, 2nd), Charnel Touch
**Dread Necromancer Spells Known** (CL 2nd):
      1st (5/5)— *bane*, *bestow wound*, *cause fear*, *chill touch*, *detect magic*, *detect undead*, *doom*, *hide from undead*, *inflict light wounds*, *ray of enfeeblement*, *summon undead I*, *undetectable alignment*

**Abilities** Str 11, Dex 14, Con 13, Int 12, Wis 7, Cha 14
**Feats** Tomb Tainted Soul, Corpsecrafter
**Skills** Bluff +6, Concentration +3, Decipher Script +2, Disguise +3, Hide +5, Intimidate +4, Knowledge (Arcana) +2, Knowledge (Religion) +4, Spellcraft +4
**Skill Points** Bluff 4, Concentration 2, Decipher Script 1, Disguise 1, Hide 3, Intimidate 2, Knowledge (Arcana) 1, Knowledge (Religion) 3, Spellcraft 3
**Possessions**

**Charnel Touch** Negative energy flows through a dread necromancer’s body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.
Grutt, Crusader of Gruumsh

## History

Before the day the Green Dragon slaughtered the tribe there was just nothing special about Grutt. Stupid, crude, and lacking of any common sense he was destined for levels in NPC class; probably warrior. But that was then. Grutt believes he died that day, the day the dragon came. He awoke changed and often times engages in conversion with Gruumsh outloud. Since that day two years ago he has unbelievable flashes of divine powers that lend great credit to his claim that Gruumsh speaks to him. He tries hard to be the group's diplomat with the civilized races, but with him speaking openly to gruumsh in front of them, he often fails. Grutt wields a great axe but Gruumsh is talking to him about how awesome a spear is, he's thinking of converting. He recently was reincarnated as a female Halfling.
Fiendish Ogre

male fiendish ogre giant 4
CE large giant (extraplanar)
**Init** -1; **Senses**  darkvision 60 ft., low-light vision; Listen +3, Spot +3
**Languages**  Infernal, Giant

**AC** 17 (-1 size, -1 dex, +6 natural, +3 armor) touch 8, flat-footed 17
**HP** 27/27 (4d8+8)
**Fort** +6, **Ref** +0, **Will** +1
**DR** 5/Magic
**SR** 9
**Resist** Cold 5, fire 5

**Speed** 30 feet
**melee** mwk great club +9 (2d8+7/x2)
**ranged** mwk javelin +2 (1d8+5/x2)
**Base Atk** +3; **Grapple** +12
**Combat Options** smite good 1/day

**Abilities** Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
**Feats** Improved Natural Armor, Weapon Focus (Greatclub)
**Skills** Climb +3, Spot +3, Listen +3
**Possessions** hide armor, mwk great club, mwk javelin

**Smite Good** Once per day a fiendish ogre can make a normal melee attack to deal 4 extra points of damage equal against a good foe.
Baator (the Nine Hells)

It is Hell, where sympathy withers and malice blooms. It is home to devils.

It is the plane where the rule of law reveals evil's heart. The Nine Hells of Baator, sometimes simply called Baator or even Hell, best satisfy the imagination of travelers, the greed of treasure-seekers, and the battle-fury of paladins. It is the ultimate plane of law and evil, the epitome of premeditated, crafted cruelty. The devils of the Nine Hells all obey a higher law than themselves, but all that really means is that they chafe and rebel in their caste. Most undertake any plot or action, no matter how foul, to advance themselves. At the very top of the hierarchy is Asmodeus, who has yet to be bested. That is the law of the Nine Hells.

The Nine Hells compete with any other lower plane for their sheer diversity of vileness. The devils are more cunning, more subtle, and more dangerous than other fiends—or so say the devils. A demon revels in slavering, insane, evil power, but a devil always has an agenda, a plan of attack, and a carefully conceived plot for retribution if necessary.

Baator consists of nine layers, each lower than the next, like ledges stepping down into an ever-deeper pit. Each layer descended gives a traveler a better view of the Nine Hells as a whole; the layers fit together like puzzle pieces, and each new descent allows a traveler greater understanding of how the puzzle comes together. It is an evil enticement.

The Nine Hells are home to minor, major, and noble devils, as well as true deities of evil (such as Kunulmak of the kobolds and Sekolah of the sahuagin). The Dark Eight are eight powerful pit fiends who control the primary devil armies engaged in the Blood War. Worse still are the Lords of the Nine: Each lord controls one layer of the Nine Hells, hovering in status somewhere between scion pit fiend and demideiry. Of course, all the lords ultimately answer to Asmodeus, the Lord of the Nine, who rules from Nessus, the bottom layer of the Nine Hells.
Alpha

male hill dwarf bard 1
NG medium humanoid (dwarf)
**Init** +1; **Senses** Darkvision 60 ft; Listen +3, Spot -1
**Languages** Common, Dwarven, Orc, Goblin, Giant, Undercommon, Draconic, Gnoll, Elven, Celestial

**AC** 13 (+1 armor, +1 dex, +1 shield) touch 11, flat-footed 12 (+4 dodge bonus vs giants)
**HP** 9/9 (1d6+3)
**Fort** +3, **Ref** +3, **Will** +1 (+2 vs poison, spells, and spell-like abilities)

**Speed** 20 feet
**Melee** Club +1 (1d6+1/x2)
**Ranged** Club +1 (1d6+1/x2)
**Base Atk** +0; **Grapple** +1
**Combat Options** Inspire Courage, Combat Expertise, +1 to hit orcs and goblinoids

**Bard Spells Known** (CL 1st):

•0th - (2/day) *Prestidigitation*, *Detect Magic*, *Read Magic*, *Ghost Sounds*

**Abilities** Str 12, Dex 12, Con 16, Int 18, Wis 8, Cha 13
**Feats** Combat Expertise
**Skills** Bluff +5, Concentration +7, Diplomacy +5, Gather Information +5, Knowledge (History) +8, Listen +3, Perform (Bagpipes) +5, Spellcraft +8, Use Magic Device +5
**Possessions** Backpack, five torches, flint and steel, fifty foot hemp rope, waterskin, peasant's outfit, spell component's pouch, club, padded armor, light wooden shield, bagpipes

**Bardic Knowledge**
**Bardic Music**

•Countersong
•Fascinate
•Inspire Courage
Darea Wynn

Mythweaver
**XP** 655 / 1,000; **Level** 1
female human warmage 1
TN medium humanoid (human)
**Init** +1; **Senses**  listen +2, spot +2
**Languages** common, ancient, orc

**AC** 16 (+1 dex, +4 armor, +1 shield), touch 11, flat-footed 15
**HP** 8/8 (1d6+2)
**Temp HP** 0
**Fort** +2, **Ref** +1, **Will** +4

**Speed** 30 feet.
**Melee** mwk dagger +2 (1d4+1/19-20)
**Ranged** mwk dagger +2 (1d4+1/19-20)
**Base Atk** +0; **Grapple** +1
**Special Actions**
**Warmage Spells Known** (CL 1st):
      0st (5/5)— DC 13; *Acid Splash*, *Disrupt Undead*, *Light*, *Ray of Frost*
       1st (4/4)—DC 14; *Accuracy*, *Burning Hands*, *Chill Touch*, *Fist of Stone*, *Hail of Stone*, *Magic Missile*, *Orb of Acid, Lesser*, *Orb of Cold, Lesser*, *Orb of Electricity, Lesser*, *Orb of Fire, Lesser*, *Shocking Grasp*, *True Strike*

**Abilities** Str 12, Dex 12, Con 14, Int 14, Wis 15, Cha 16
**SQ**
**Feats** Pious Defense, Martial Study (Leading the Attack)
**Skills** Spellcraft +6, Profession (Gambler) +6, Knowledge (Arcana) +6, Diplomacy +7, Concentration +6, Knowledge (Religion) +4, Knowledge (History) +3
**Skill Points** Spellcraft 4, Profession (Gambler) 4, Knowledge (Arcana) 4, Diplomacy 4, Concentration 4, Knowledge (Religion) 2, Knowledge (History) 1
**Possessions**
**Coins** 7
**Potions**
**Scrolls**

**Class or Race feature 1**
**Class or Race Feature 2**
Charlie

female half-orc rogue 1
TN medium humanoid (orc)
**Init**  +2; **Senses** Darkvision 60ft.; Listen +4, Spot +0
**Languages**  Common, Orc, Draconic, Gnoll, Goblin

**AC** 13 (+1 armor, +2 dex) touch 12, flat-footed 11
**HP** 6/6 (1d6)
**Fort** +0, **Ref** +4, **Will** +0

**Speed** 30 feet
**Melee** club +0 (1d6/x2)
**Full Attack** Club -2 (1d6/x2) and Dagger -2 (1d4/19-20)
**Ranged** club +2 (1d6/x2)
**Base Atk** +0; **Grapple** +0
**Combat Options** Two-Weapon Fighting, Sneak Attack (+1d6)

**Abilities** Str 11, Dex 15, Con 11, Int 16, Wis 10, Cha 9
**Feats** Two-Weapon Fighting
**Skills** Balance +6, Tumble +6, Jump +4, Gather Information +3, Knowledge (Local) +7, Use Magic Device +3, Search +7, Open Lock +6, Disable Device +7, Appraise +7, Bluff +3, Listen +4
**Possessions** Backpack, five torches, flint and steel, fifty foot hemp rope, waterskin, peasant's outfit, thieves tools, light crossbow, 20 bolts, club, dagger

**Trapfinding**
**Sneak Attack**
Frolee

male human fighter 1
TN medium humanoid (human)
**Init** +1; **Senses** listen +2, spot +2
**Languages** common, dwarven

**AC** 13 (+2 leather, +1 dex) touch 11, flat-footed 12
**HP** 10/10 (1d10)
**Fort** +2, **Ref** +1, **Will** +4

**Speed** 30 feet.
**Melee** iron longsword with PA +0 (1d8+2/19-20)
**Base Atk** +1; **Grapple** +1

**Abilities** Str 10, Dex 12, Con 11, Int 12, Wis 14, Cha 10
**Feats** Vexing Flanker, Combat Reflexes
**Skills** listen +6, spot +6, climb +3, swim +2, profession (farmer) +6, survival +4
**Possessions** iron longsword, leather

**Weapon, Armor, and Shield Aptitude**:You have the flexibility to adjust your weapon training. You can spend 1 hour in practice to change the designated weapon or group of weapon for any feat you have that applies only to a single weapon or a group of weapons (such as Ranged Weapon Mastery). You can change the designated armor for any feat you have that applies only to a single type of armor or armor type (such as Heavy Armor Optimization). You can change the designated shield for any feat you have that applies only to a single type of shield or shield category (such as Shield Specialization). You must have the newly designated weapon, armor, or shield available during your practice session to make this change. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess.
**Basic Training** A fighter has the best "all-around" fighting capabilities. He gains the benefits of Power Attack, Two-Weapon Fighting, Shield Specialization, Point Blank Shot, and Improved Unarmed Strike. He does not need to meet the ability score prerequisites to use these abilities as long he does not multi-class or prestige class. At any point in his career, the fighter may choose to lose this ability and instantly earn one of the above as a bonus feat. For example, if he multi-classes out of fighter he may lose the benefits of Basic Training and gain one of the above feats as a bonus feat. He must meet the ability score prerequisite for the bonus feat.
Papa

male kobold cleric 1
CN small humanoid (dragonblood, reptilian)
**Init** +0; **Senses** Darkvision 60ft., Light Sensitivity; Listen +2, Spot +2
**Languages** Draconic, Common

**AC** 18 (+1 natural, +1 size, +6 armor) touch 11, flat-footed 18
**HP** 7/7 (1d8-1)
**Fort** +1, **Ref** +0, **Will** +4

**Speed** 20 ft. (30 ft. base)
**Ranged** Light Crossbow +1 (1d6/19-20)
**Base Atk** +0; **Grapple** -6
**Combat Options** Turn Undead, Trickery Domain Granted Power, Strength Domain Granted Power

**Spells Memorized** (CL 1st):

•0th - *Cure Minor Wounds*, *Cure Minor Wounds*, *Detect Magic*
•1st - *Cure Light Wounds*, *Cure Light Wounds*, *Enlarge Person*

**Abilities** Str 6, Dex 11, Con 9, Int 7, Wis 14, Cha 11
**Feats** Extend Spell
**Skills** Concentration +1
**Possessions** Backpack, five torches, flint and steel, fifty foot hemp rope, waterskin, peasant's outfit, spell component's pouch, light crossbow, 20 bolts, club, dagger, holy symbol, Split Mail

**Turn Undead** (3/day)
**Strength Domain**
**Trickery Domain**
Raen's Arm Rings

Currently in the possession of the stone giant Menja

* Fire resistance 10
* Can breathe underwater like the spell Water Breathing (at will, user only, no duration)
* If you drown someone you gain a temporary HP boost (3d6+3) that lasts 24 hours - 1/day
* When worn by an arcane or divine caster can cast Ice Storm 1/day (caster level 20: 3d6 bldg, 2d6 cold dmg). When you do this you take 3d6 points of cold damage.
* When worn by an arcane or divine caster can cast Cone of Cold 1/week (caster level 20: 15d6 cold dmg, reflex save DC 30 + class ability plus)
* Adds 1d8 ice damage to any melee attack
Bravo

male wood elf sorcerer 1
CN medium humanoid (elf)
**Init** +8; **Senses**  low-light vision; Listen +3, Spot +3
**Languages**  Common, Elven

**AC** 14 (+4 dex) touch 14, flat-footed 10
**HP** 8/8 (1d4+4)
**Fort** +1, **Ref** +4, **Will** +3(+2 vs enchantment spells or effects)
**Immune** Sleep

**Speed** 30 feet
**Melee** club +4 (1d6+6/x2)
**Ranged** sling +3 (1d3+4/x2)
**Base Atk** +0; **Grapple** +4
**Combat Options**

**Sorcerer Spells Known** (CL 1st):

•0th - (5/day) *Prestidigitation*, *Detect Magic*, *Read Magic*, *Disrupt Undead*
•1st - (4/day) *Grease (DC 13)*, *Mage Armor*

**Abilities** Str 19, Dex 18, Con 12, Int 6, Wis 12, Cha 12
**Feats**Martial Weapon Proficiency (Longsword, Rapier, Composite Longbow, Composite Shortbow), Improved Initiative
**Skills** Listen +3, Spot +3, Search +0
**Possessions** Backpack, Sling, 20 crude rocks found in a sewer, club, spell component pouch, club

**Animal Companion** Toad
**Nature Sense**
**Wild Empathy**
Elite Savage

male human fighter 5/barbarian 1
CN medium humanoid (human)
**Init** ; **Senses**  ; Listen , Spot
**Languages**

**AC** () touch , flat-footed
**HP** x/x (1dx)
**Fort** x, **Ref** x, **Will** x

**Speed** 30 feet
**Ranged**
**Base Atk** +0; **Grapple**
**Combat Options**

**Abilities** Str , Dex , Con , Int , Wis , Cha
**Feats**
**Skills**
**Possessions** Backpack, five torches, flint and steel, fifty foot hemp rope, waterskin, peasant's outfit, spell component's pouch, light crossbow, 20 bolts, club, dagger

**Summon Familiar**
Monty

male viper magical beast 1
NE tiny magical beast (Serpentes)
**Init** +3; **Senses** scent; listen +6, spot +6
**Languages** Serpentes

**AC** 18 (+2 size, +3 Dex, +3 Natural), touch 15, flat-footed 15
**HP** 5/5 (2 HD)
**Fort** +2, **Ref** +5, **Will** +4
**Resist** Improved Evasion

**Speed** 15 ft. Base; 15 ft. climb; 15 ft. Swim
**Melee** +6 bite (1) and poison
**Base Atk** +1; **Grapple** -10

**Abilities** Str 4, Dex 17, Con 11, Int 6, Wis 12, Cha 2
**SQ** Share Spells, Empathic Link
**Feats** Weapon Finesse
**Skills** Balance +11, Climb +11, Hide +17, Listen +6, Spot +6, Swim +5, Bluff -3, Concentration +4, Decipher Script +2, Knowledge (Arcana) +2, Search +0, Spellcraft +2
**Skill Points** Balance 0, Climb 0, Hide 2, Listen 1, Spot 1, Swim 0, Bluff 1, Concentration 4, Decipher Script 4, Knowledge (Arcana) 4, Search 2, Spellcraft 4, Spot 1
**Possessions**

**Poison (Ex)**: A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 con.
 The save DC is (10 + 1/2 HD + Con).
Byrmoor

This is a sentient weapon, ancient and evil. Also known as the Nine Lives Stealer. Found in Ymir's Forgotten Temple. Currently in Heiða's possession.

* Nine Lives Stealer: This weapon always performs as a +2 weapon, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, it becomes a simple +2 weapon (with a hint of evil about it). A critical hit must be dealt for the weapon’s death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the weapon’s death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined.
* Amorphous Form: this weapon assesses the wielder's preference and turns into any weapon and any material it deems appropriate (size small, medium, or large).
* The Blood Price: the possessor of this weapon immediately loses 1d4 points of Constitution permanently on a failed Will save. The wielder then weeps blood continuously from the eyes, ears, and mouth.
* Alignment: CE
* INT 19
* WIS 19
* CHR 10
* Ego: 25
* Caster Level 18
* Lesser Powers
	+ Item can cast Bull’s Strength on the wielder 1/day
	+ Item can cast darkness 3/day
	+ Item can teleport itself (not the user) at will - the weapon uses this ability to remain with it's "master"
	+ x
* Greater Powers
	+ Item can use detect thoughts at will
	+ Item can locate creature 3/day
* Special Purpose/Dedicated Power: Defeat/slay the servants of Odin
	+ Item can use true resurrection on the wielder once every 30 days

**Current Stats:** *+2 feycraft shortsword* (1d4+2/19-20). Wielder uses dexterity to hit as if they had the weapon finesse feat.
Nótt's Boots

Rumored to belong to night herself, these light boots seem to accentuate the movements of the wearer; their movements in battle become a thing of beauty almost like a performance in and of itself.

+10 feet enhancement to her land speed. +5 tumble check.

If the wearer has at least 5 ranks in perform (dance) then as long as they use their base land speed to move (or fly, swim, burrow or climb) then she gains a +2 insight bonus on initiative checks. If she moves at least 10 feet as part of a move action, she can use charisma modifier instead of strength or dexterity modifier for attack and damage rolls with one-handed or light weapons.
Amulet of False Life

A black star sapphire with what looks like a faintly glowing skull inside of it is set into the necklace.

* Two uses per day
* When used black runes appear upon wearers skin for 1d3 rounds
* Charge grants you 10 HP negative energy +1 per caster level (maximum +10)
* necklace grants wearer a +2 CHR bonus
Glaer, "the Shining"

Male smart horse magical beast 10/cleric 6
CN large magical beast (augmented)
**Init**  +4; **Senses**  scent, darkvision 60 ft., low-light vision; Listen +11, Spot +11
**Languages**  common

**AC** 25/33(-1 size, +4 dex, +12 natural) touch 13, flat-footed 21(Golden Barding +8)
**HP** 187/187 (8d10+6d8+80)
**Fort** +15, **Ref** +13, **Will** +11

**Speed** 100 ft. (Base 70 ft.)
**Melee** Hoof +20 (2d6+7/x2)
**Full Attack** 2 hoof +20 (2d6+7/x2) and bite +15 (1d6+3/x2)
**Charge Attack** 2 hoof +22 (2d6+14+2d6/x2)
**Base Atk** +14; **Grapple** +25
**Combat Options** Trample (Ex), Powerful Charge, Turn Undead 4/day
**Cleric Spells Prepared** (CL 6th):
      0th — *cure minor wounds* x5
      1st — *Resurgence*, *Divine Favor*, *Lesser Vigor*, *Lesser Vigor*, *Entropic Shield*D
      2nd — *Tyche's Touch*, *Bull's Strength*, *Bull's Strength*, *Tyche's Touch*, *Aid*D
      3rd — *Mass Conviction*, *Mass Lesser Vigor*, *Mass Conviction*, *Protection from Energy*D
D: Domain Spell. Diety: Hermod. *Domain*: Luck

**Abilities** Str 24, Dex 18, Con 21, Int 10, Wis 17, Cha 13
**Feats** Endurance, Iron Will, Run, Mighty Steed, Travel Devotion, Improved Natural Attack (Hoof), Powerful Charge
**Skills** Jump +35, Listen +11, Spot +11, Swim +17, Concentration +18
**Possessions** Silver Saddle of Speed. Golden Barding +8AC..10hrs /day "Brynja" to activate

**Trample** (DC 25 reflex half; 2d6+10) (http://www.d20srd.org/srd/specialAbilities.htm)
**Powerful Charge** On a charge attack, Glaer may attack with both hooves. This attack deals double his strength modifier instead of his strength modifier on damage rolls.
**Luck Domain**: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it is worse than the original roll.
Brisingamen

The goddess Freya’s torc Brisingamen

When worn it glows with a fiery brightness (creates 5 feet of shadowy illumination as a candle)

It allows the wearer to do the following (CL 12):

* Discern Lies at will  https://www.d20srd.org/srd/spells/discernLies.htm
* Know Bloodline at will https://dndtools.net/spells/lost-empires-of-faerun--30/know-bloodline--1559/
* Hunters Eye 3/day (use as swift action, duration 1 round, additional 4d6 sneak attack damage)  https://dndtools.net/spells/players-handbook-ii--80/hunters-eye--2941/
* Charm Person 3/day (duration 12 hours, DC 18 will save negates) https://dndtools.net/spells/players-handbook-v35--6/charm-person--2535/
* Stay the Hand 3/day (use as an immediate action, duration instantaneous, DC 19 will save negates)  https://dndtools.net/spells/players-handbook-ii--80/stay-the-hand--2956/
* Telepathic Aura 1/day (duration 120 minutes) https://dndtools.net/spells/spell-compendium--86/telepathic-aura--4300/
* +12 DC score modifier
Megatron

Megatron is a planet on the Prime Material plane.

## Navigation

* World
* Character Creation
* Characters

## Introduction

This world doesn't need an introduction. We've been playing this campaign through multiple iterations since we were 12 years old and like a fine wine it's only gotten better with age.

## 3.5 Characters

* Lee Royson Jenkinson IV - A monk / warblade lost to the wind.
Gullinbursti's Harness

As phantom steed spell, with the following differences:

* Casting Time: 1 full round action (command word: Griss)
* Range: 0 ft.
* Effect: One quasi-real, boar-like creature
* Duration: permanent (D)
* Gullinbursti is a Huge, quasi-real, boar-like creature. The boar can be ridden by eight medium or two large humanoids (or the equivalent).  Gullinbursti has a white head and body, glowing mane and tail that seem to be made of light, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.
* The mount has an AC of 28 and 262 hit points. If it loses all its hit points, Gullinbursti disappears for 24 hours and cannot be invoked again until that time has passed. Gullinbursti has a speed of 200. It can bear 5,000 pounds of weight.
* The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
* The mount can use water walk at will (as the spell, constantly)
Paladin

# Paladin Base Class

* Golden Watchful, a paladin class for gnomes, or other races worshiping LG or NG deity that encompases magic, illusion, and trickery
* Shields of Yondalla, a paladin class for halflings, or other races that value speed and finesse over brute strength
* Hammers of Moradin, a paladin class for dwarves, or other races that encompass standing your ground and fighting, earth, and crafting
* Talons of Justice, a paladin class for dragonblooded, or other races worshiping Bahamut or a deity associated with dragons
* The Paladin, a paladin class for humans, the "standard" paladin, or when any other order doesn't fit
Caravan Guard

male human fighter 2
NE medium humanoid (human)
**Init** +1; **Senses** Listen +7, Spot +7
**Languages** Common

**AC** 16 (+3 armor, +1 dex, +2 shield) touch 11, flat-footed 15
**HP** 17/17 (2d10+2)
**Fort** +4, **Ref** +1, **Will** +3

**Speed** 30 feet
**Melee** shortsword +5 (1d6+2/19-20)
**Full AttackChosen Foe** Shortsword/Shortsword +4/+3 (1d4+2/19-20 and (1d4+1/19-20)
**RangedPBS/CF** light crossbow +5 (1d8+1/19-20)
**Base Atk** +2; **Grapple** +4
**Combat Options** Chosen Foe (+1 to hit/+1 Ac vs one foe; -2 to hit/AC all others)

**Abilities** Str 15, Dex 12, Con 13, Int 8, Wis 11, Cha 11
**Feats** Alertness, Chosen Foe, Weapon Focus (shortsword), Improved Buckler Defense
**Skills** Spot +7, Listen +7, Intimidate +5, Ride +6
**Possessions** studded leather, buckler, longspear, shortsword x2, light crossbow, 20 bolts, Random Treasure

**Weapon, Armor, and Shield Aptitude**
**Basic training** He gains the benefits of Power Attack, Two-Weapon Fighting, Shield Specialization, Point Blank Shot, and Improved Unarmed Strike.
Eye of Blindsight

Created *by Kazak Kazdul, a dwarven artificer who creates mechanical devices infused with magic. The eye was originally made for his creation Urverk, but she was destroyed during a battle with the Umbrians. The eye appears as a normal human eye but floats inside the eye socket which is lined with steel and platinum.*

* This eye functions as a normal eye (per user's natural eyesight) unless the blindsight ability is triggered, in which case the user's senses are heightened
	+ Usage = 3/day, as a free action (during your turn)
	+ Duration = 5 minutes
	+ Range = 30 foot radius
* Blindsight ability: Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, the user maneuvers and fights as a sighted creature
	+ Invisibility, darkness, and most kinds of concealment are irrelevant, though the user must have line of effect to a creature or object to discern that creature or object (note that the user can't discern ethereal beings)
	+ Negates displacement and blur effects
	+ One usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability
	+ Blindsight never allows one to distinguish color or visual contrast, or read.
	+ Blindsight does not subject one to gaze attacks (even though darkvision does)
	+ Blinding attacks do not penalize those using blindsight
	+ Deafening attacks thwart blindsight if it relies on hearing
	+ Blindsight works underwater but not in a vacuum
Marshal Stone

male human crusader 4
LE medium humanoid (human)
**Init** +2; **Senses**  listen +1, spot +1
**Languages** common, dwarven

**AC** 19 (+5 armor, +2 shield, +2 dex) touch 12, flat-footed 17
**HP** 48/48 (4d10+12)
**Fort** +7, **Ref** +3, **Will** +3 (indomitable soul, zealous surge: reroll 1 save/day)

**Speed** 20 ft. (30 ft. base)
**Melee** mwk longsword +8 (1d8+3/19-20)
**Base Atk** +4; **Grapple** +7
**Special Actions** furious counterstrike, steely resolve 10

**Maneuvers and Stances Known** (IL 4th):
      *Stances*—Martial Spirit, Iron Guard's Glare
      *Strikes*— Crusader's Strike, Charging Minotaur, Stone Bones, Vanguard Strike, Battle Leader's Charge, Mountain Hammer Strike

 10-14
 15-19
 20-24
 25-29
 30+

**Abilities:** STR 17, DEX 14, CON 16, INT 13, WIS 10, CHA 15
**Feats:**Stone Power, Extra Granted Maneuver, Stand Still
**Skills Points**: Balance 4, Craft (Weaponsmithing) 1, Diplomacy 6, Intimidate 7, Jump 2, Knowledge (History) 2, Knowledge (Religion) 5, Listen 1, Profession (Sailor) 1, Ride 2, Spot 1, Swim 1, Tumble 2, Martial Lore 2
**Skill Modifier**: Balance +6, Bluff +3, Craft (Weaponsmithing) +2, Diplomacy +8, Intimidate +9, Jump +5, Knowledge (History) +3, Knowledge (Religion) +5, Listen +1, Profession (Sailor) +1, Ride +4, Sense Motive +1, Spot +1, Swim +4, Tumble +4, Martial Lore +3
**Posessions** mwk long sword, mwk greatsword, steel breast plate, heavy steel shield, *Iron Ring of Arming*, *clay seal* *Iron Circlet of Disguise*
Kara Jouvesac

female human commoner 1
CN medium humanoid (human)
**Init** -1; **Senses**  listen +3, spot +1
**Languages** common

**AC** 9 (-1 dex), touch 9, flat-footed 9
**HP** 3/3 (1d4)
**Fort** +0, **Ref** -1, **Will** +1

**Speed** 30 feet.
**melee** dagger -1 (1d4-1/19-20)
**Base Atk** +0; **Grapple** -1

**Abilities** Str 8, Dex 9, Con 10, Int 11, Wis 12, Cha 13
**Feats** Skill Focus: Profession (Bartender), Persuasive
**Skills** Profession (Bartending) +6, Bluff +5, Handle Animal +3, Ride +1, Listen +3, Intimidate +3
**Skill Points** Profession (Bartending) 2, Bluff 2.0, handle animal 2, ride 2, listen 2

**Commoner Features** Proficient with dagger
Delta

gender race class 1
XX size type (subtype)
**Init** ; **Senses**  ; Listen , Spot
**Languages**

**AC** () touch , flat-footed
**HP** x/x (1dx)
**Fort** x, **Ref** x, **Will** x

**Speed** 30 feet
**Ranged**
**Base Atk** +0; **Grapple**
**Combat Options**

**Spells Memorized** (CL 1st):

•0th - (2/day) *Prestidigitation*, *Detect Magic*, *Read Magic*, *Ghost Sounds*

**Abilities** Str , Dex , Con , Int , Wis , Cha
**Feats**
**Skills**
**Possessions** Backpack, five torches, flint and steel, fifty foot hemp rope, waterskin, peasant's outfit, spell component's pouch, light crossbow, 20 bolts, club, dagger

**Summon Familiar**
God Street

Spanning a darkened street near the wall of Dis, God Street was established centuries ago by Dispater as an effort at collecting favor from new deities in the event that one of them may go on to reach greater success in the multiverse, offering those not yet powerful enough for their own realms a place to call their own. Open to any new deities whose outlook fits the ways of Baator, the tyrannical and overbearing alike, God Street holds dozens of hero- and quasi-deities whose origins can be found across the Prime, from the heroes or villains whose deeds have earned them a place among the divine by their contemporaries to the mythical, once-nonexistant figures that have spawned true life through force of faith alone.

Each new deity is granted their own structure on God Street, near to Dispater's base of power but far from his sight, where they may sculpt and form each to their whims. All are of nearly-inconceivable size, but their outer shells vary, from simple temples to endless physical fractals to ever-screaming statues to vortices to the unknown. Each is essentially its own demiplane, whether that takes the form of an interior too large for its bounds or a full (if small) universe shaped as its master desires.

God Street holds no cross streets, and appears to stretch on endlessly in both directions, a feature added that its inhabitants and those of the rest of Dis need not interact overly much. While its deities can call their worshipers to the Street, only those with a connection to the divine can find it otherwise, somehow navigating the maze of Dis to reach a neighborhood that should not be found. *Finding God Street requires a DC 20 divine caster level check, with a -5 penalty if the caster is either good or chaotic; this penalty is cumulative.*
Kurg

Also known as : Viggo Logison

male human child (barbarian route) 1
LE medium humanoid (human)
**Init** -2; **Senses** listen -3, spot -3
**Languages** common

**AC** 10 (-2 dex, +2 armor) touch 8, flat-footed 10
**HP** 4/4 (1d6-2)
**Fort** -2, **Ref** -2, **Will** -3

**Speed** 30 feet.
**Melee** steel mwk longsword +0 (1d8-1/19-20)
**Base Atk** +0; **Grapple** -1

**Abilities** Str 8, Dex 6, Con 6, Int 6, Wis 4, Cha 4
**Feats** martial weapon proficiency (longsword)
**Skills** jump +0
**Possessions** leather armor, steel mwk longsword

**Puberty Stats** (~12 years old): Str 13, Dex 8, Con 11, Int 11, Wis 7, Cha 9.
**Puberty Feat** Weapons Training - Proficient with all simple weapons and proficient with 4 martial weapons
**Adult Stats** (16 years old) Str: 15, Dex 13, Con 14, Int 12, Wis 8, Cha 10

**Treasure: 2 Gold, 2 silver**

**Notes to adjust his interactions:**

Heida gave him mushrooms, and has also gave him 2 silver
Heimdall

God of the soul and tribal/collective intelligence. Possesses the “horn resounding”  (which he will blow at the onset of Ragnarok). Lives at the foot of the burning rainbow bridge, Bifrost. Guardian of Asgard.

* Domains: Good, Law, War
* Rank: I
* Alignment: LG
* Favored Weapon: Longsword
* Portfolio: Watchfulness, Sight, Hearing, Loyalty
Brute Gauntlets

These are leather gloves that are inlaid with bronze dwarven runes. Known as brute gauntlets, they allow the wearer to temporarily increase their physical might.

* 3 charges, which are renewed each day at dawn
* Spending 1 or more charges grants you a morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round
* 1 charge: +2 morale bonus, 2 charges: +3 morale bonus, 3 charges: +4 morale bonus
Freyr's Longbow

* A longbow +2 sacred to the god Freyr
* Made of ash wood and carved with runic fertility symbols
* These bows were known as "Galad Peng" or "light bows" in the ancient tongue
* This bow requires no string or arrows, but only those with fey blood can wield it
* Each arrow does 1d8 damage
* Automatically adjusts for the user's strength
Merchant

male tiefling expert 4
NE medium outsider (native)
**Init**  +1; **Senses**  darkvision 60 ft.; Listen +1, Spot +1
**Languages**  common, infernal, dwarven

**AC** 14 (+2 leather, +1 buckler, +1 dex) touch 11, flat-footed 13
**HP** 14/14 (4d6)
**Fort** +1, **Ref** +2, **Will** +5
**Resistance** Cold 5, Electricity 5, Fire 5

**Speed** 30 feet
**Melee** dagger +3 (1d4-1/19-20)
**Ranged** light crossbow +4 (1d8/19-20)
**Base Atk** +3; **Grapple** +2
**Combat Options** Potions

**Spell-like abilities** (CL 4th):
     (1/day) *Darkness*

**Abilities** Str 8, Dex 12, Con 10, Int 13, Wis 12, Cha 8
**Feats** Skill Focus (Appraise)
**Skills** Appraise +11, Bluff +8, Diplomacy +8, Spot +8, Listen +8, Profession (Merchant) +8, Sense Motive +8, Hide +3
**Possessions** Random Potions (Cat's Grace, Eagle's Spelndor, Invisibility, Cure Light Wounds, Cure Moderate Wounds, Longstrider), masterwork leather armor, buckler, masterwork dagger, light crossbow, 10 bolts, 2d10 gp, random treasure
Avernus

The first layer of *Baator* is a wasteland of charred, rubble-strewn plains, with mountains and talus-sided foothills breaking up the monotony. Legions of mail-clad devils are on perpetual watch here, always assembling for some new cross-planar Blood War sortie. Blood-red light suffuses the air, and fiery balls flit randomly across the sky, sometimes detonating to terrible effect. Travelers not protected by artificial structures or caves are 10% likely per day to find themselves at ground-center of a fireball dealing 6d6 points of fire damage (as if cast by a 6th-level spellcaster). Runnels of blood flow in streams across *Avernus*, finally joining the *River Styx*. The origin of the blood is unknown, though the devils say it is likely the blood of all *Avernus's* past victims.
Boots of Springing and Striding

A pair of handsome leather boots made of caribou hide lined with arctic fox fur.

These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks.
Dana's Guy

male elf duskblade 4 / swordsage 0
CE medium humanoid (elf)
**Init** +2; **Senses**  low-light vision; listen +2, spot +2 (Auto-search vs secret doors)
**Languages** common, elf, Bonus, Bonus, Bonus

**Abilities:** Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 7
**AC** 12 (+2 dex) touch 12, flat-footed 10
**HP** 9000 (4d8+8)
**Fort** +6, **Ref** +3, **Will** +4 (+2 vs enchantment)
**Immune** Sleep

**Speed** 30 ft. (30 ft. base)
**Melee**
**Base Atk** +4; **Grapple** +4
**Special Actions** arcane channeling

**Duskblade Spells** (CL 4th)

* 0th (6/6 per day, 8 known) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
* 1st (6/6 per day, 5 known) - Chill Touch, Shocking Grasp, Resist Energy, True Strike, Swift Retreat

**Arcane attunement:** *dancing lights*, *detect magic*, *flare*, *ghost sound,* *read magic* (6 per day)

~~**Swordsage Abilities** (IL = 0)~~

* ~~Stance = Child of Shadow~~
* ~~Burning Blade, Fire Riposte, Cloak of Deception, Shadow Jaunt, Mountain Hammer, Rabid Wolf Strike~~

**Feats** (*feat progression*)**:** Versatile Spellcaster (1st), Combat Casting (DB2), Power Attack (3rd)
**Skills Points**: (Total = 35, DB1=20, DB=5/lvl, SS=9/lvl)
**Skill Modifier**:
**Possessions:** 3600gp worth

**Arcane attunement** Can use the spell-like powers, *dancing lights*, *detect magic*, *flare*, *ghost sound* and *read magic* combined total of six times per day.
**Armored Mage** Medium armor and lighter has no spell failure
**Arcane Channeling** Standard action to cast and deliver the spell through a melee attack. Casting in this manner does not provoke an AoO. If the melee attack is successful the damage is dealt normally and then the spell is resolved.
Goretzka

**XP** 0 / 1,000; **Level** 1
Gorebrute Shifter, Whirling Frenzy Barbarian 1 , Warblade 0
CN medium humanoid
**Init** +8; **Senses**  listen +0, spot +0
**Languages** common

**AC** 12 (+2 dex, +0 armor), touch 12, flat-footed 10, raging 14
**HP** 14/14 (12, ) + 2 Con
**Temp HP** 0
**Fort** +1, **Ref** +1, **Will** +1
**DR**
**SR**
**Immune**
**Resist**

**Speed** 30 feet.
**Melee** longsword +1 (1d8+1/19-20)
**Ranged** dagger +1 (1d4+1/19-20)
**Base Atk** +0; **Grapple** +1
**Special Actions**

**Abilities** Str 15 (21 when shift/rage), Dex 14, Con 14, Int 10, Wis 8, Cha 8
**SQ**
**Feats** (feat progression): Shifter Instincts, Improved Initiative, Gorebrute Elite Shifter
**Skills** (B1 = 16, B = 4/level, WB = 4/level)
**Skill Points**
**Possessions**
**Coins**
**Potions**
**Scrolls**

**Whirling Barbarian Rage:** +4 STR, +2 AC (dodge), +2 Reflex save, 1 extra attack w/ all attacks at -2 to hit
**While Shifting:** +2 bonus to Strength and manifests powerful horns that can be used as a natural weapon, but only during a charge attack. (The horns are too awkward to use as a natural weapon in any circumstance other than a charge.) If a gorebrute shifter uses his horns in a charge attack, the horns function as a natural weapon, dealing 2d6 points of damage (plus an extra 1 point for every four character levels he has). A gorebrute shifter can't combine a charge attack with his horns with any other attack, even if he has the ability to make more than one attack as part of a charge (such as from the pounce ability).
Dwarven Oilcan

These oilcans were created to assist dwarven engineers in the daily maintenance of their great works. A dwarven oilcan holds 2 quarts of oil and refills at the rate of 1 pint per hour (thus, if fully emptied, it takes 4 hours for the oilcan to refill). The lubricating oil produced by the dwarven oilcan is of superior quality. The oil is extremely difficult to light on fire. You can dump out the entire contents of a full dwarven oilcan as a full-round action, creating an oil slick identical to a grease spell. If used in this way, the oil lasts for 5 rounds and the dwarven oilcan requires then 4 hours to refill.