Denssa Gradon

Denssa is a creature of pure power: draconic blood runs strong in her veins and she has channeled her arcane power into destructive avenues. A distant descendant of a black dragon (or so she claims, pointing to her dark red scales), Denass speaks with a wickedly forked tongue. A compulsive liar, nothing she says can be trusted. A practiced liar, it’s almost impossible to tell (+21 Bluff).

This facility combines with the disguise self from her magic ring quite well in social situations, and as a result she is the Iron Coven’s main spy.

Often she will work with Bara Hunanik, bugbear cleric, to create magic items they need to execute the Iron Coven’s plans.

Denssa Gradon CR 14
NE Female Kobold sorcerer 14
small humanoid
Init: Senses: darkvision 60 ft, +0 Listen, +0 Spot
Languages: Draconic, Common

AC: 14 (+1 natural armor, +3 dex, ) 22 with shield and mage armor cast
HP: 34 (HD 14d4) 62 with bear’s endurance
Fort: +4 Ref: +7 Will: +9
Weakness: Light Sensitivity

MV: 30 ft or fly 60 ft
Attack: +5 staff 1d4-3 or +11 light crossbow 1d6
Space / Reach: 5 ft / 5 ft
Base Attack: +7/+2 Grapple:

Abilities: Str:5 Dex:16 Con:10 Int:13 Wis:11 Cha: 20
SQ: lizard familiar
Feats: craft wondrous item, spell focus evocation, spell focus transmutation, greater spell focus evocation, greater spell focus transmutation
Skills: +21 Bluff, +17 Concentration, +13 Hide, +3 search, +18 Spellcraft

Spells Prepared or Available: (DC 15 + spell level)
0th (6/day): detect magic, mage hand, ray of frost, read magic, message, ghost sound, daze, prestidigitation, resistance
1st (6/day): magic missile, reduce person, expeditious retreat, burning hands (DC 18), shield
2nd (6/day): scorching ray, invisibility, resist energy, glitterdust (DC 17), bear’s endurance
3rd (6/day): fireball (DC 20), lightning bolt (DC 20), slow (DC 20), vampiric touch
4th (6/day): polymorph, fire shield, dimension door, stone skin
5th (6/day): baleful polymorph (DC 22), cone of cold (DC 22), telekinesis (DC 22)
6th (5/day): chain lightning (DC 23), disintegrate(DC 23)
7th (3/day): prismatic spray (DC 24)

Possessions: (45k worth) masterwork staff, masterwork crossbow, wand of mage armor (17 charges left, 255 gp), cloak of charisma +2 (16,000 gp), winged boots (16,000 gp), ring of chameleon power (12,700 gp), potion of cure moderate wounds.

Minions: lizard familiar

A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.


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Serpentward Purse

Generally decorated with thread-of-gold depicting a dragon or wyrm, this purse is similar to the magically warded wailing purse, with the difference that any touching or opening of it by anyone except the wearer results in a ghostly viper rearing up from the purse and striking the would-be purloiner.

When the snake strikes, the thief must succeed at a DC 14 reflex save. If they fail, they are engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. The effect is identical to those of the spell sepia snake sigil.

Faint abjuration; Caster level 5th; sepia snake sigil, Craft Wondrous Item; Price 7,500 gold; Weight 1/2 lb.


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Djander

In his youth, Djander outcast his contemporaries in every mage competition. But those were days when the citizens were less superstitious, when the Kingdom of Vandor stretched over the northern lands and magic was revered. His successes granted him access to the king, who hired him as the kingdom’s chief mage and counsel.

For the next twenty years, Djander researched and developed most of the new magic in Vandor while the kingdom’s power waned. During this time, he began to experiment with Time magic. When the king passed, the land split into the Ten Princedoms. In the smallest princedom, the Isle of Trochu, Djander lives today, though he splits his arcane consulting services among all ten princes.

Slightly absent-minded and short-tempered in his old age, Djander remains very active, and occasionally consults on and develops magic items in his working retirement. In his consulting position with the king, his successes included:

  • Winged Helm (Flying Item)
  • Bag of Withholding (Phasing Item)
  • Phase Guardian (Phasing Construct)
  • Djander
    Medium-size Male Human
    Wizard15

    Hit Dice: (15d4)
    Hit Points: 45
    Initiative: -1
    Speed: Walk 30 ft.
    AC: 11 (flatfooted 11, touch 11)
    Attacks: *Dagger +1 +7/+2;*Dagger +1 (Thrown) +7/+2; ;
    Damage: *Dagger +1 1d4;*Dagger +1 (Thrown) 1d4+1; ;
    Vision: near-sighted, so wears corrective lenses
    Face / Reach: 5 ft. / 5 ft.
    Special Qualities: Summon Familiar
    Saves: Fortitude: +5, Reflex: +4, Will: +14
    Abilities: STR 9 (-1), DEX 8 (-1), CON 11 (+0), INT 29 (+9), WIS 21 (+5), CHA 16 (+3)
    Skills: Appraise 11; Balance -1; Bluff 3; Climb -1; Concentration 18; Craft (Alchemy) 22; Craft (Untrained) 9; Decipher Script 22; Diplomacy 7; Disguise 3; Escape Artist -1; Forgery 9; Gather Information 3; Heal 5; Hide -1; Intimidate 3; Jump -1; Knowledge (Arcana) 27; Knowledge (Architecture and Engineering) 10; Knowledge (Geography) 12; Knowledge (History) 15; Knowledge (Local) 10; Knowledge (Nobility and Royalty) 27; Knowledge (The Planes) 12; Listen 5; Literacy 1; Move Silently -1; Profession (Bookkeeper) 7; Ride -1; Search 9; Sense Motive 5; Speak Language(Abyssal, Celestial, Draconic, Elven) 4; Spellcraft 29; Spot 5; Survival 5; Swim -1; Use Magic Device 4;
    Feats: Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Heighten Spell, Improved Familiar, Maximize Spell, Scribe Scroll, Spell Penetration
    Challenge Rating: 15
    Alignment: Neutral Good
    Possessions: Boots of Levitation; Dagger +1; Headband of Intellect +6; Outfit (Scholar’s); Periapt of Wisdom +2; Ring of Mind Shielding; Ring of Protection +2; Robe of Useful Items;

    Spells: (many, but try asking him for a list!)

    Familiar: Charm, Pseudodragon


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    Wailing Purse

    This purse has been enchanted such that attempts to pick it from it’s owner result in a loud alarm. The alarm varies from purse to purse, but is generally a shouted “thief! thief!” in the language of the enchanter.

    Weak abjuration; caster level 1st, alarm, Craft Wonderous Item; 1,000 gold

    Alternate versions are powered by magic mouths, allowing a higher range of sounds and responses, such as singing, biting, or saying things like “You don’t really need that, do you? Can we afford that?”. These are considerably more expensive, in the 6,000 gold range.


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    The Visage of Scahrossar

    According to legend, this black leather Mask was a gift from Scahrossar, goddess of pain, to a legendary priest of Oldimara, her brother, the god of trickery. The turmoil surrounding the events that transpired are chronicled in the bard’s song “Blood Tears of Hernisia”.

    The Visage’s surface matches the contours of a face, and is adorned with delicate inlays of silver and steel, but there are no holes for the eyes, nose or mouth. On the interior side, there are two one inch iron spikes where the eye holes would be. Black silk ribbons hang from the sides and can be tied together to secure it to the head. Because of the lack of mouth opening, the wearer’s voice is somewhat muffled and breathy. In spite of this those dealing with the wearer find them shudderingly fascinating and compelling.

    In order to use this item one must put it on, piercing one’s own eyes with the iron spikes. This process inflicts 1d4 points of damage and results in permanent blindness. This blindness can be magically cured if the Mask is removed, but donning it will once again result in blindness. Unless exceptionally strong-willed the wearer has no desire to remove the Mask at any rate (DC 28 Will save).

    This Mask radiates moderate evil.

    As long as the wearer has the mask on they gain the following benefits:
    – Blindsense to a range of 45′
    – True Seeing: the ability to pierce illusions and disguises within the blindsense. This does not confer actual sight.
    – +5 enhancement bonus to Charisma
    – Suggestion 3/day (DC 20 Will save to resist)
    – +5 profane bonus to search and spot

    Strong divination, transmutation and enchantment [evil]; CL 18.


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    Cut-less Cutlass

    This cursed blade makes it harder (-2 to attack rolls) to hit enemies. Otherwise, it is normal.

    The adornments on the hilt of the sword hint at lands where volcanoes loom overhead and coconuts and pomegranates contitute a portion of the local diet. The sword is unique, the result of a craft wondrous item gone wrong. It has been in the hands of a unknowing pirate for many years now, a pirate whose battles have left him increasingly scarred and broken.


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    Helm of Entrapment

    This helm employs an illusion to trick the wearer into putting it on backward, so the eye holes face backward. This effectively blinds the character, and since the item is cursed, the wearer cannot willingly remove it. A remove curse spell will allow the wearer to doff the entrapping helm.

    Moderate transmutation; CL 7th; Craft Wondrous Item, bestow curse; Price 1,300 gp.


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    Helm of Hiding

    This helm (really a leather cap) improves the wearer’s chance of hiding. It provides a +5 competence adjustment on all Hide checks while worn.

    Faint transmutation; CL 5th; Craft Wondrous Item, darkness; Price 2,500 gp;Weight 1 lb.


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    Phase Object

    What a drag it is getting old.

    This spell was discovered by the elder wizard Faduardo Gantonín in the Phyloctæte, who was hell-bent on prolonging his life. Sadly for him, he never made it very far (only a round forward and a round back), but other mages have since put this magic to good use in less grandiose contexts.

    Phase Object (Time / Transmutation) Lvl 6

    Transmutation [Time]
    Level: Cleric 6, Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Effect: One object shifts in time in defined cycles
    Duration: 1 cycle/level (see text)
    Saving Throw: see text
    Spell Resistance: Yes

    By waving her index finger and repeating the verbal component, Os-Il-Ate, the caster shifts an object in time one round forward or back from the present, alternating back-present-forward-present and so on for 1 cycle/lvl. The caster must continue the verbal component at relative intervals to maintain the spell. This doesn’t interfere with other spells since the verbal component is so simple.

    If cast on a container (no larger than a bag), all the items inside the container also phase shift in time. Certain mages have found ways to cast the spell on on the items inside the bag, creating the Bag of Withholding (future post — or is it past?). The downside to this spell is that items can become lost in time if the caster is not careful, trapped one round in the past of the caster.

    The Greater version of the spell (9th level) allows the caster to shift a number of items up to their level a number of cycles up to their level into the future and past.


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    Activity Spike

    This magic item is activated whenever the activity in the room grows too active, at the DM’s discretion, of course. The spike then enlongates from 3 inches to 3 feet and deals 2d6 on a successful hit from the sharp end. Unfortunately, since the large spike is unwieldy, unless the wielder has an exotic weapon feat, he or she will suffer a -2 penalty to hit.

    The spike can also be used as a club, and deals damage as a, you guessed it, club.

    This item could also be used creatively to many humorous (and deadly) ends. Think about it.

    This item radiates a minute amount of magic.

    Price: 1,500gp


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