This disease is brought on by contact with murkspores or murkweed, symptoms of murkiness include the inability to concentrate and general malaise.  In combat, this translates to being dazed for the first 3 rounds of the victim’s next combat, until the adrenaline of battle counteracts the effects of murkiness.

Posted in 4th edition Dungeons & Dragons, Disease by with no comments yet.

Demonchain Flail

This enhanced flail’s origin is with a chain devil, who fashioned the demonchain flail out of his own body so his brethren could wield power over demons.

Demonchain Flail
Level 5
This magically-enhanced +1 weapon was forged from the remains of a chain devil, and provides an additional +2 vs. demons.
Power (Daily): Standard action. Make two spiked chain attacks.
Power (Triggered): When first bloodied, make two spiked chain attacks.

Posted in 4th edition Dungeons & Dragons, Equipment, Magic Item and tagged by with no comments yet.

Agent of Order: Aglesik the Nemisis

A wild magus, a servant of the Watcher though she does not know it, and an assassin for the forces of Order.   In the middle kingdoms, Aglesik is widely known to be a dangerous swordswoman with powerful supernatural abilities and mysterious motives.   Throughout the region many tales are told of her appearing in villages and cursing or killing those who dare to cross her.

An innately magical child, after her human family had abandoned her in the woods to die she was raised by the sprites, sylphs, pixies, grigs and other wild, prank-loving, and sometimes cruel fey.   Surviving long enough to learn a good deal of woods lore and faerie magic, she made her way out into the wild world at the age of twleve.   Her subsequent misadventures did not endear her to civilization.

In the decades since, Aglesik has earned herself a reputation as a wyrding and terrible witch who wanders the wilds of the Middle Kingdoms.    In truth, she has fallen under the influence of The Watcher, who contacts her in the form of Endilithoneinar, a seemingly ancient and wise Treant who tells her of those, all across the world, who harm the dark, quiet, sanctuary-providing forests.   And, wholly believing this elder, she goes and with grim glee dispatches her targets, or takes what “was stolen” from the forests, or fulfills whatever Order-advancing directives she has been given.   Often in the process she kills some ne’er-do well or criminal who has for whatever reason taken it as some part of his creed to defy order in whatever form they have happened to find it in their lives, be it the local constable, mayor, lord, king or priest.  Thus is her reputation mixed, and she is not generally sought by the law for those she kills are often those who the holders of authority themselves wish dead.

Aglesik in Your Game

This strange and dangerous foe is intended to be a re-occurring villain in a low to mid level campaign.   Players should hear rumors about “the green witch” and her habit of arriving unexpectedly, killing some miscreant and anyone else who got in her way, and disappearing again.

The players could then one day inadvertently run afoul of Aglesik.  Perhaps they are in a tavern when she arrives to dispense her justice on one of the patrons.  If the players attempt to intervene, she could defeat them and then lay a geas upon them, compelling the players into her service as penance for their offense.  Thus she could become a source of quests for the players early on while they are exploring the setting and meeting the important players in the campaign.  They may meet her patron, or perhaps be sent on quests against the lawless men and fey of the forests and towns, at least until they break free of her bondage.

Aglesik the Nemisis

Ranger 4, Sorcerer (fey bloodline) 12 CR 16
Le medium half-elf female

Init +3; Senses low-light vision Perception +5


AC 20, touch 14, flat-footed 16 (+3 dex, +6 armor, +1 dodge)
HP 101 (4d10+8 + 12d6+24)
Fort +12, Ref +13, Will +10 (+2 vs Enchantments)
Resist fire (10)


Speed 30 ft., fly 40 ft. (good)
Melee longsword +11/+6 (1d8+1 and 1d6 fire)
Ranged shortbow +10/+5 or +8/+8/+5 (1d6) (with Rapid Shot)
Space 5 ft.; Reach 5 ft.

Spells (CL 12th, save DC 15 + spell level, +2 DC on compulsion spells)

oth – (3/day) Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Ray of Frost, Ghost Sound, Mage Hand
1st – (6/day) entangle, true strike, sleep, charm person, color spray, magic missile
2nd – (6/day) hideous laughter, invisibility, resist energy, scorching ray, knock, glitterdust
3rd – (6/day) deep slumber, dispel magic, lesser geas, lightning bolt, vampyric touch
4th – (6/day) poison, stoneskin, fire shield, charm monster
5th – (5/day) tree stride, nightmare, overland flight
6th – (3/day) eyebite


Str 10, Dex 16, Con 14, Int 13, Wis 8, Cha 20
Base Atk +10; CMB +10; CMD 13
Feats Skill Focus (Spellcraft), Point Blank Shot, Eschew Materials, Quicken Spell, Spell Focus (enchantment), Dodge, Mobility, Spring Attack, Silent Spell, Combat Expertise, Whirlwind Attack, Rapid Shot
Skills (20+36) Bluff +10, Fly +9, Intimidate +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Perception +5, Spellcraft +15, Stealth +7, Survival +6; Racial Modifiers +2 Perception.
Languages Sylvan, Common, Elven, Goblin
Equipment +2 Mithral Chain Shirt, +1 Shortbow, +1 Flaming Longsword, Cloak of Resistance +2, Flaming Cat Skull (see below)


Favored Enemy (Humans) +2 attack and +2 damage against humans, and +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans.

Combat Style: Archery


Wild Empathy

Hunter’s Bond (cat – now deceased and transformed into Magic Skull below)

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Magic Sabertooth Tiger Skull – is the skull of her dead animal companion, Rexor, enchanted by her patron to grant resist fire 10 while held, and 1/day can be thrown to become a Hellcat (Pathfinder Bestiary 2).  Upon command it will return to her hand.

Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character by with no comments yet.