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Vayley's Itinerary

Started by Corwin, June 15, 2018, 11:04:15 AM

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Corwin

Seira's Goals

1, Shifting the planar status quo towards good. The first step: rescuing Yemimah. The second... the redemption of Torm? Drawing Dispater away from Baator's ways? Her record has been spottier with the latter efforts over the years, but that is only more reason to work harder. And, naturally, helping Oraga and Zariel feel welcome is an ongoing effort.
2. Restoring Bytopia to its former glory and then surpassing it. Ruling this restored heaven with a revitalized gnomish pantheon and rehabilitating the gnomish public image across the planes. Drawing any gnomes who managed to squirrel themselves away across the planes towards Bytopia, while calling back those who are willing to help from the afterlife.
3. Achieving dominance for Good in Balmuria. With Shar barred from that Prime, and Seira's public works shifting in gear, now run purely by her mortal followers, she wishes to see hunger eradicated for all mortalkind, to spread literacy on a global scale, to restore the land scarred by past divine conflicts over it and to bring the people from all corners of that Prime closer together.
4. Exporting the successes in Balmurian public works to Lifasa to ensure those people who gave and suffered so much will be provided for. Unlike Balmuria, aside from plans to connect the major population centers together with a transportation network, the majority of Seira's efforts are local rather than global. She seeks to support a prosperous university town her efforts with Amaryl had established on that Prime.
5. Turning the tide on the Prime of Malana beyond the kingdom where she had secured a foothold. While Auril is not the only objectionable force on that Prime, Seira's focus is on her and on any fiendish or Sharran outreaches. While her work there is still through mortal agents, they truly push the definition's upper limits to the point that this Prime holds more power in the hands of her followers than Balmuria and Lifasa combined. For the eponymous nation of Malana, Seira wishes to have her mortal followers raise a generation of mages who would then seek to further improve the lives of their countrymen, with the establishment of a Mythal as the end goal once Auril's influence had been removed from the nation.
6. Checking the efforts of Gathgorian and Bel across the Primes. As per the Celestia/Baator ban on open conflict and intervention, the only means available to that pair on any Prime are of of subtle influence. To ensure that her cooperation hasn't done more harm than good, Seira will seek to work subtly against them here, with the threat of more open opposition not limited to the Prime Material in reserve to keep this conflict low key.
7. Advancing the quality of life for the Cauldron's subjects, be they elementals, dragons or other faithful. Helping them along the way to enlightenment, even as the Cauldron researches fresh ways for self-improvement once those it had already discovered had been implemented.

An unofficial goal is opposing Shar everywhere, but that's the game goal too!

Seira's Worshippers

1. Richard, a human paladin 1//favored soul 1. Having stood alone against Galarolousos the Black to give time for the rest of his village to escape, he drew Seira's eye with his bravery. After she resolved that situation, Seira charged him to gain both knowledge and skill with his weapon, so that he would be strong enough to protect everyone himself in the future. In order to aid Richard in achieving that goal, Seira had taken a more direct route than normally, providing him monthly lessons and guidance. Richard hails from the Prime of Tamriel.
2. Crumbly, an earth elemental cleric 5. Unusually curious for an earth elemental, always considering and sometimes asking questions, he was recruited by by Kascha on Magma and wished to understand the other elements better, in particular fascinated by fire and water. Crumbly got his wish by undergoing the process of elemental harmony, although his wishes for self-improvement do not stop there. At present, he is attempting to understand the secrets of dragons living at the Cauldron.
3. Fooze, a magma elemental warlock 3. Like Crumbly, Fooze was recruited by Kascha on Magma. He too wishes to undergo the elemental harmony ritual to learn about mixing elements like fire and earth together and gain further understanding of the possibilities, but that desire is tempered with one to make a name for himself and to hone his skills at creating and flinging balls of magma. To have him hone his raw potential into skill, Seira sent him with her blessings to the Prime of Arythma where her daughter had taken residence at the time. Even though Emily is no longer there, Fooze has found a place for himself in the Mageocracy, where he prepares for the time it is for him expand his elemental horizons.
4. Laurenal Smythe, a half elf favored soul 12//ranger 12. A native to Pallanth, she became intrigued with Seira's legends as word of the Crimson Guard spread. Laurenal got entangled in dealing with a Malarite cult she generally succeeded in rooting out, though some fragments did manage to flee beyond her reach. She is strong, gregarious and a natural people person, yet the most important lesson she had learned in Seira's service was through her atonement for going too far against a hated enemy. It was that growth of character that lead Seira to make Laurenal her high priestess on the Prime of Balmuria.
5. Dugarth Winsam, an azer dwarf fighter 9//cleric 10. A refugee from a destroyed clan, overrun by Sharrans, he values Seira's strength and the hope she represents. As a smith, his magical talents lay more in crafting rather than the metamagic more common amidst Seira's worshippers. Strong and competent, he was the obvious choice for Seira for position of high priest on the Prime of Lifasa, as Durgath is able to understand their plight and struggles better than most outsiders.
6. Annerose Malana, a yuki onna paladin 1/cryokineticist 5//sorcerer 10. Once the heir to the Dynasty of Malana, she fled the court for the frozen mountains of Arenel on the nation's border rather than hurt all around her with the touch of golden ice. There, on the verge of death from the elements, Annerose shed her human nature and secluded herself for the following century. She was happy to live and help the nearby villagers, even striking a friendship with some, but that existence changed as she saw the effect Auril's harsh winters had on the population. With Seira's support, she decided to take a stand against Auril, banding with others who also wished to secure a better life for all.
7. Jannel, a janni sorcerer 15//paladin 5/ordained champion 5. A former paladin of Gond, Jannel's focus on charity and public works caused a schism in the church while he rose to prominence on the Prime of Galaran. The schism required the direct intervention of Gond's avatar, and in its aftermath, the Lord of All Smiths suggested that Jannel would be happier serving someone closer aligned to his ideals. Recruited by Kascha on her planar tour of good will, Jannel volunteered to be sent to the Prime of Malana as Seira's high priest on it and organize the offworld resistence against Auril.
8. Abagail Aryn, a human Monk 20//Wizard 5/Paragnostic Apostle 2/Thaumaturgist 4/Mechanusconvoker 9. She's known as a powerful archmage and a disciple of Seira Aryn. Besides her own participation in the Pines War, it's known that she confronted the pit fiend Baalbal, banishing it back to Baator in a dawnbreak battle over Victoria. Stories tell a tale of corruption, a vile monster trying to corrupt and destroy the government of the Baronies before being exposed and ultimately defeated. Beyond that she keeps a presence in the city, having a few students and often teaching lawful magic to those with the potential to learn. Indeed, it's known she has ties to Mechanus and stories say she can summon and command Inevitables, the clockwork soldiers of Mechanus. Her passion outside magic is producing delicious wine and cheese, while other pastimes include mapping out the Prime of Balmuria and establishing libraries around the world in Seira's name to share that knowledge and educate the populace.
9. Marianne, a human Duskblade 20//Sorcerer 6/Frost Mage 10/Elemental Savant 4. Marianne was born in the Border City of Balmuria, alongside a new golden age, where she had chosen the life of a mercenary with her friend Lyris. Later, she fell in with Whimsical Sweets, a problem solving group who provided the two with friends and family, until finally she was recruited by Seira, alongside Hellman Oberuth and Lyris, to take on the judgement of the Gnomish God-King. Upon her success, Marianne was greatly rewarded, and tasked with pushing back against Auril's efforts on the Prime of Malana, a task she had accepted along with Lyris.
10. Lyris, a human Scout 20//Fighter 15/Master Thrower 5. Having followed Marianne in this life as loyally as in the previous one, Lyris managed to save her heart and soul. A quiet presence, she could always be counted on as a reliable partner. Upon the victory over the Gnomish God-King, she and Marianne parted ways from Hellman Oberuth. Rewarded richly alongside Marianne, the pair of them accepted Seira's quest of holding the line against Auril's interests on the Prime of Malana. They divide their time between that plane, and the Prime of their birth, Balmuria, where their friends in Whimsical Sweets reside.

Business at the Cauldron
The Elemental Uplifting Project
Further research into the Primus Prophecy

Trips Abroad
Killing a demon lord with Amaryl!
Investigate the Daoin with the Grand Khan's information
Mercane Consortium -- have Joyn find proof of devil infiltration and influence/that the previous leader was murdered by the current one
Yemimah -- follow up on 3 leads discovered during the last phase of the Calley Notes project, combine with information provided by Asmodeus

Keeping an eye on
-Tor Salinus
Bel and Gathgorian's actions on the various Primes

The Competition
-Lifasa, extending my faith and the cause of Good through overt support up to and including divine avatars
--Exploration and mapping out the entire world
--Public works projects throughout the known world -- send Elle's avatar to set it up
-Balmuria, extending my faith and the cause of Good through overt support via powerful but mortal avatars
--Libraries of readily-accessible information about the world -- Abagail will assist Laurenal with that.
--Clergy-driven scheme to eliminate global hunger
--Advancing the cause of magic in the Lost Lands -- Kascha's pet project, assist as necessary
-Malana, extending my faith and the cause of Good through covert support via local and seeded mortal avatars, including powerful troubleshooters
--Sponsor a mortal-lead effort to establish a Mythal in allied lands
--Sponsor a magical academy protected by the Mythal

Collaborations with Alicia
-Behemoths and the use of positive energy in templates -- invite Syala over to see the results of the project

Cauldron Astral Links (all embassies in the form of dragon-shaped animated buildings similar to Seira's inn)
-Astral, the lava serving color pool to Cauldron Astral
-Elemental plane of Fire, Zaaman Rul's realm, embassy on Fire
-Elemental plane of Wind, Chan's realm, embassy on Wind
-Elemental plane of Water, Ben-Hadar's realm, embassy on Water
-Elemental plane of Earth, Entemoch and Sunnis's realm, embassy on Earth
-Para-Elemental plane of Smoke (Air and Fire), embassy
-Para-Elemental plane of Ice (Air and Water), embassy
-Para-Elemental plane of Ooze (Earth and Water), embassy
-Para-Elemental plane of Magma (Fire and Earth), embassy
-Quasi-Elemental plane of Lightning (Air and Positive Energy), embassy
-Quasi-Elemental plane of Mineral (Earth and Positive Energy), embassy
-Quasi-Elemental plane of Radiance (Fire and Positive Energy), embassy
-Quasi-Elemental plane of Steam (Water and Positive Energy), embassy
-Quasi-Elemental plane of Vacuum (Air and Negative Energy), embassy
-Quasi-Elemental plane of Dust (Earth and Negative Energy), embassy
-Quasi-Elemental plane of Ash (Fire and Negative Energy), embassy
-Quasi-Elemental plane of Salt (Water and Negative Energy), embassy
-Brightwater, embassy in Waukeen's realm
-Arvandor, embassy
-Balmuria Prime, via the transportation network
-Lifasa Prime, portal in the academy town
<Steph> I might have made a terrible mistake

Corwin

#1
The first of the Prismatic Dragons from the Astral Reds: Golorodalas, Crowned Wyrm and Red Mountain
The rest of the Astral Reds
Ajan
After being freed from Io's dungeon: Bredanalundalum and Madigar
Aurora (next door in Bytopia proper)
<Steph> I might have made a terrible mistake

Corwin

<Steph> I might have made a terrible mistake

Corwin

#3
Liquid Funds

Available Cauldron funds are 79,008gp.

Purified Items

Weave's Gentle Tears: Large greatsword+7. As a swift action, you may attempt to absorb a spell cast on you into the blade. Make an opposed caster level check, the sword has a modifier of 1d20+33. Success absorbs and negates the spell, failure has the spell unaffected. An absorbed spell heals the wielder for 5 hit points per level of the spell. -- Currently carried by Seira

Qualles: This cloak of elvenkind grants a +15 competence bonus to Stealth checks and a +6 enhancement bonus to Dexterity. When worn by an elf, they gain a +2 bonus to Dexterity (stacks with the enhancement bonus), a +2 to attack rolls with long swords or longbows and a +5 bonus to saves against enchantment spells and effects.

Star Shot: Longbow+5, anarchic. Gains the ghost touch, holy and keen properties under star light or in the hands of a star elf.

Star Sword: Longsword+5, holy. Gains the ghost touch, keen and frost properties under star light or in the hands of a star elf.

Forsaken Charm: +1 profane bonus to caster level of spells. Said to be made by the death of hope in a soul. -- purified and paired up with the Stone of Goldenfire, then handed to Jellan to bring with him to Malana.

Evil Items

Purification quests

Inevitable: This ring was worn by Agares, appearing as a wide band of dead gray metal that slowly twists into nothing as it loops around, ending just before it finishes making the ring, leaving a tiny gap in it. Any time a creature deals lethal damage to the wearer, they must make a DC 30 will save. Failure deals 18 points of damage, the wearer healing the same amount minus 1. In addition, it grants a +2 profane bonus to armor class and saving throws. [Inevitable radiates strong evil.]

QuoteTo purify Inevitable, you must wear it while seeing to the restoration of lost life and then the creation of something that will restore more life than was lost. Both must be on a great scale, at least that of a large empire. Each day the ring is worn on this quest, the wearer loses 1 point from their maximum hit points. These hit points cannot be restored until the quest is finished.

If you have an exact quest that fulfills those parameters feel free, but it should be something that isn't easy nor quick. If it's something that could be done quickly, it's a bad choice here.

Todesurteil: This lantern sheds life draining green light in a thirty foot radius. Each round a being is exposed to it, they suffer one point of vile consitution drain. This can only be healed by a Restoration spell cast in a sanctified area.

QuoteThis lantern can be purified by quenching the lantern's green light within one of the Seven Great Springs of healing in Empyrea, then have a phoenix willingly hold the lantern until it is slain by the Constitution drain, then immolated by the flames of the phoenix's rebirth.

Nightfall: Bracers of Armor+14. Grants a +2 profane bonus to the caster level of spells from the evil domain. 280,000 gold.

QuoteNightfall can be restored by being touched by the regrets of a fallen paladin who bears the hopes of a nation.

Shady Items

Orb of Possibilities:
This red orb can be grasped and invoked (a full round action that provokes attacks of opportunity), doing so invokes a number of possibly useful or damaging blessings. Rather like a Deck of Many Things on first blush.
However, Seira and her divine perspective can see more. It is a minor artifact created by a force of darkness. For the righteous, it will harm them - be it by bad results or by good results that cause undesirable consequences short to long term. Those who are not righteous but are not evil will find it to give out almost all positive results, but always in a way that drives them towards wickedness. The evil find it truly random, giving bane and benefit with no preference.
It is a rigged game, a hateful thing that simply exists to tempt those who find it and make them suffer.

Arondaaq:
This blade is a longsword+4 with a critical hit rate of 17-20 x4. All creatures within 400ft of it suffer 10 points of negative energy damage and 1 negative level each round, this quadruples for the wielder. Unlike the rest of Arondaaq's effects, the damage and negative levels can be blocked normally. This blade's wounds have several unique properties, all of which cause great harm to creatures.
Any wound from Arondaaq does not heal normally. No amount of rest will allow it to heal, nor will fast healing or regeneration. Magic is likewise ineffective at treating it, even a wish or miracle has no effect. Likewise, any object destroyed by Arondaaq cannot be repaired or restored, though Arondaaq has no special advantages in destroying objects beyond being a magical sword.
Any wound from Arondaaq gets worse over time, further stealing the life of the victim. Each wound from Arondaaq deals an extra 4 points of damage to the victim every 4 minutes, this damage is likewise impossible to heal. It is said that even a nick from this blade is inevitably fatal.
Arondaaq ignores any damage reduction a creature has, even damage reduction that is otherwise impenetrable. It is effective against the unique damage reduction of powerful creatures, such as abominations or deities with the supreme damage reduction salient divine ability.
Finally, Arondaaq can inflict critical hits on creatures otherwise immune to them, no matter the source of the immunity.
The drawback is that it is not safe to wield Arondaaq. It wounds the wielder as surely as any creature it strikes, sapping their life force and health. This is not as devastating as being wounded by the blade, but it strikes powerfully and true. It bypasses any wards the wielder has, as well as trying to wield it indirectly, such as with telekinesis or bestowing the dancing special ability on it. The exact injury Arondaaq causes the wielder is not consistent. Likewise, recovery from this damage is as difficult as being wounded by this blade.
The means to heal from Arondaaq are not clear. What is know that it can wound an avatar and the wound does not extend to the deity's true form. A mortal slain by Arondaaq passes on as normal, the wound does not persist after death and the transmigration of the soul. Likewise, an outsider slain by Arondaaq outside of its native plane reforms without the wound (though almost always with a considerable loss of power, barring the intervention of a deity). Additionally, the gnomish God-King drew on the power of the Fairest Star to survive injury from Arondaaq.
It is unclear if Arondaaq is effective against a supreme source of death and loss, such as Shar. The exact limits of the blade are not clear, and what limits it has, if any, are yours to discover if you risk wielding it.

Hoard Excerpts

Dragon Statue (Gift from Lifasa): This statue is made of gold and with rubies for eyes and accents. It is a skillfully made, two foot long and three foot fall replica of a dragon perching atop a hoard. It is worth 20,000 gold.

Seira Tribute (aftermath of the Abolition War via Na'lith): 10 golden treasure chests, each with 3,000 gold in precious coins within. An offering to the Dragon Princess, because dragons like to lay on gold, right?

Silver Idol to Selune, decorated with moonstones: 5,190 gold.
Painting, showing a forest revel with pixies: 692 gold.
Set of 12 steel tankards, each designed around a type of dragon and with one each for Bahamut and Tiamat: 8140.5 gold.
Painting, showing naked nymphs: 503 gold.
Greatsword sheath, decorated with firestar gemstones: 9350.61 gold.
Amethyst dice set, lightly enchanted to increase durability: 1693 gold.
Painting, showing a cornucopia, signed by Oghma: 23600 gold.

Epic Magic Items

Hunter's Arrow

This serrenwood longbow+8, all-bane is said to be the crowning achievement of an elf hero lost to legend. Stories whisper that he channeled his hatred for his enemies into his bow, and that each one he slew left behind a tiny bit of ghostly essence in the bow. When wielded by a creature with the favored enemy ability, they always treat ethereal or ghostly creatures as favored enemies. Use the highest favored enemy bonus the creature has to determine the bonus damage.

Ghost Tiger

Ghost Tiger is leather armor+6, ghost touch. This armor grants the superlative agility and power of a tiger, giving the wearer a +8 enhancement bonus to Strength and Dexterity. As a standard action once per day, the wearer can summon a ghostly tiger to aid them in battle. Treat this as a dire tiger under the effects of an ethereal jaunt spell (CL 21st) that lasts for as long as the dire tiger is summoned. The summoned tiger's natural weapons are treated as being ghost touch weapons. The tiger stays for up to 10 minutes or until slain. Regardless of what happens to it, the tiger can be summoned again the next day in perfect health.

Ghost Tiger uses the improved maximum dexterity cap (x7) Craft (Armorsmithing) epic skill usages. It has a maximum dexterity bonus of +13, six higher than usual.

Saint's Cloak

This weathered cloak appears unremarkable, yet greatly augments the abilities of a paladin. A saint's cloak allows a paladin to smite evil an additional time per day, as well as grants a +10 sacred bonus to damage rolls when the paladin smites evil. The paladin may manifest white wings and fly at will with a speed of 60ft (perfect) as well as the protective aura of an angel (caster level equals the paladin's hit dice). The paladin's attacks count as good and lawful to overcome damage reduction. If a creature that is not a paladin wears this cloak, it offers no benefit.

Legends say these cloaks were once worn by Tyr, Torm or Raziel and are not made, but instead gifted by those deities.

Girded Mail

This is adamantine chainmail+6, heavy fortification that grants a +8 enhancement bonus to Strength when worn. These armors are relatively common (for epic magic items), said to be made in the House of Knowledge. Grand masters of magical item crafting are said to be given a task to be honored as a true grand master, and this is one of the creations often assigned as a test. Most bear a maker's mark, but not all.

Myciska

An adamantine mace+6, holy, defending, fiendbane and construct bane, this mace was the personal weapon of a cleric of Bahamut who lost her live in a tumble into the River Styx. It was recovered and resanctified, then said to be lost when a dragonborn went rogue and defected to Tiamat. Deals from there are obscure and spotty, but it's thought the mace was returned to Bahamut through unclear circumstances. What it's doing here isn't immediately obvious.

Dragon's Glory

This circlet changes to fit on any head that wears it, even a massive draconic head. When worn by a creature with a breath weapon, it reduces the interval for a breath weapon to recharge by 2 rounds (minimum no recharge time). This one is enchanted further and has the properties of a ring of defense+6 and a ring of greater invisibility.

These circlets are known to be made by great wyrms on occasion, and those who are willing to wear such...undraconic things often enchant them even further.  This one has the mark of a gust of wind blowing over a forest on the inside of the band.

Blade of the Celestial Knight

These are made in an unknown heavenly forge somewhere in Arcadia. They sporadically appear in Creation, usually in the hands of powerful mortal knights of good alignment. In the hands of a creature that is not a knight, the blade of the celestial knight is a bastard sword+2. In the hands of a knight, a Blade of the Celestial Knight is a bastard sword+7, defending and holy. The wielder gains a +2 sacred bonus to Will saves, attack rolls and damage rolls when using their fighting challenge ability. This bonus only applies to the target of fighting challenge and stacks with the normal benefits it offers.

Blade of the the Celestial Knight uses the improved design and improved damage type Craft (Weaponsmithing) epic skill usages. It deals a base of 1d12 damage and deals piercing and slashing damage.

Portable Army

This set of statuettes number 5,000 in total. When a command word is spoken, these statuettes become a life sized army that obeys your every command. All members of the army are treated as large animated objects with maximum hit points per hit die and a +2 bonus to all attack rolls. Any losses are replenished at a rate of one soldier a day, so long as at least one soldier remains. Another command word causes the soldiers to return to statuettes.

Artifacts

Finger of Balum

This is said to be the finger of Balum, a demon lord slain by the Red Knight. It is long and red, nearly a foot long and ice cold to the touch. A gold ring is stuck to the finger, unable to be removed by any means. Chaotic creatures of all stripes are drawn to the finger, they find it fascinating and wish to own it. This is known to override any distaste for demons or evil that a chaotic creature might normally possess. When this finger is held by a creature who is of non chaotic or evil alignment, they suffer 30 points of damage and automatically drop the finger. When held by a creature that is either chaotic or evil in alignment, it grants them several benefits.

First of all, the holder gains the benefits of a ring of chaotic fury. This is the powers of the ring on the finger, channeled through the artifact. Secondly, the wearer gains a +3 anarchic bonus (if chaotic) to attack rolls and a +3 profane bonus to damage rolls (if evil), both apply for chaotic evil creatures. Finally, the creature gains the chaotic subtype as long as they hold the finger.

The finger is not a weapon, but it functions as a dagger+3, anarchic if used in such a manner.

The Finger of Balum is a minor artifact.

Mage's Dice

This set of two dice is made of mithral. When you prepare spells, you may roll the dice. If the result is an odd number, you may prepare an additional spell of all spell levels equal or lower than the result on the dice. If the result is an even number, you may prepare one less spell of all spell levels equal to or lower than the result of the dice instead. All gains and losses vanish the next day and are not permanent. The dice can be rolled up to eight times per day, but no more than two times per day by any one creature. Alter reality, a wish or a miracle spell can recover lost spell slots, but this also removes any spell slots gained and renders the dice ineffective for that creature for one week.

You can't gain or lose spell slots of a higher level than you can cast, and any result cannot place your spells per day for any given level lower than zero.

Legends say that these dice are a tiny fragment of metal from the Spawning Stone of Limbo, forged by the hands of a nameless slaad lord lost to history.

Mage's Dice are a minor artifact.


The First Resort

Longbow+4. It's projectiles are arrows of force, needing no mundane arrows to fire. They deal 3d6 force damage and deal 4x(instead of 3x) damage on a critical hit. Once per day, the archer can make a Disjoining Shot. The target, if hit, is affected as if by a mage's disjunction with a caster level of 20th. (+20 dispel check, see amended Mage's Disjunction in the house rules topic.)

The Second Resort

This sword is the long-lost blade of the gnomish God-King. Lost for two millenia, it was recovered by the Crimson Guard and used by Seira Aryn in her mortal adventures. When Seira ascended, the blade passed onto Oberuth, who still owns it.
The Second Resort is a blade that counts as a short sword, long sword, great sword or bastard sword for the wielder. He may use it as any he wishes and it counts as such for feats. No matter how it is used, it has an enchantment bonus of +4 and deals 3d8 points of damage per hit with a critical hit range of 19-20 and a multiplier of x3. In addition, it has the following powers, which may each be used once per day.

Spellruin: On a successful melee strike, the user may elect to destroy 4d6 spell slots or spell charges. The target's highest level spells are lost first. This power has grown in tandem with Oberuth's occult slayer powers.
Smite: On a successful hit you deal an additional 6d8 points of damage. This damage is divine damage and ignores all resistances.
Maim: This power is not active for Oberuth, as the power for it has shifted to spellruin.
Lifetheft: On a successful melee strike, you may elect to heal one half of the damage this strike did to your target.

The Third Resort

Dagger+4, +3d6 fire and +3d6 lightning damage on each hit. Can inflict critical hits on anything, regardless of normal immunities.

The Fourth Resort

Ring (+5 deflection to AC, feather fall and DR 5/epic and cold iron)

The Fifth Resort

Heavy Steel Shield +4, Animated, Bashing, Perfect Guard (+5 to AC or save, OPD)


Random stuff

Gith Gifts

Most of these are little things, the sort of things sides give to lubricate the engines of trade and diplomacy. You do obtain a sampling of exotic goods from across the planes. None are of great magical power, but it ranges from unusual cloth, metals, materials, foods, spices, alchemical materials and much more. What you do with that sort of sampler is up to you.

Aurora Lore

This lorebook is a primer on the various vampires Aurora has dealt with in recent times. It grants a +10 bonus to Knowledge checks regarding vampires.

Bytopian Foods

The following foods have been discovered.

Two-Pear: A pear that once eaten, spontaneously reforms into a second pear. The second pear does not reform into a third pear. Tastes slightly stronger than a typical pear.
Gnomish Potatoes: Potatoes once favored by the gnomes of Bytopia. These potatoes are crisp, mild and excellent for all forms of cooking. Unlike normal potatoes, these grow on great, tall trees and fall to the ground. If left alone they burrow in sprout 1d3 normal potatoes, but this consumes the gnomish potato.

Vayley's Unusual Foods

Umagars: Several hundred of these tiny, flea like creatures are crushed into a paste and used as a meaty filling for a bun. The consumption of this meal grants a +1 bonus to Constitution if your Constitution is 15 or lower. Creatures with a higher Constitution score gain no benefit from it.
Fire Apples: Apples that are spicy and on fire. Fairly predictable fire elemental fare, but notable for the fact they help purge poisons from the body.
Cloudberry: This berry is the size of a fist and cloud white. These berries are said to only form once a century and only in places where many powerful minds reside. A creature that consumes this berry may treat any one Knowledge skill (chosen randomly from Knowledge skills it does not already have as class skills) as a class skill permanently. A creature can only benefit from one berry.
<Steph> I might have made a terrible mistake

Corwin

<Steph> I might have made a terrible mistake