Spirit Armor

Originally crafted in the Seven Mounting Heavens of Celestia, this armor is generally constructed of the finest bright steel, decorated with shining gold or silver. Other armors that bear this enchantment have a ghostly, translucent appearance. The highest hosts of heaven have been said to march into battle against injustice wearing this holy mail.

Armor enchanted with the Spirit Armor quality protects the soul of the wearer. As such, they confer a holy bonus to Fortitude and Will saves against Enchantment, Necromancy, and mind-affecting spells and effects. The Minor version confers a +2 bonus, Medium a +4, and Major a +6. This bonus is also applied to attempts to sever the wearer’s silver cord when traveling astrally. Double this bonus is applied against spells that specifically target the soul, such as magic jar and trap the soul.

Minor – Faint abjuration; CL 5th; Craft Magic Arms and Armor, magic circle against evil; Price +1,500 gp.

Medium – Moderate abjuration; CL 9th; Craft Magic Arms and Armor, death ward; Price +5,250 gp.

Major – Strong abjuration; CL 13th; Craft Magic Arms and Armor, dispel evil; Price +12,000 gp.


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Undetectability

Undetectability
Enchantment
Level:
Rogue Caster 5
Components: S, M
Target: You or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) or Yes (harmless, object)

The creature or object touched becomes completely undetectable, vanishing from sight, sound, and smell. If the recipient is a creature carrying gear, that is similarly enchanted. Affected creatures remain undetected to all others, including the caster.

However, items dropped or put down by an undetectable creature become visible, give off sounds or smells again. Also, items picked up do not become undetectable if tucked into the clothing or pouches worn by the creature. The exception is placing items into a bag of holding or other item that makes them undetectable for reasons other than the spell.

Walking into a wall or otherwise making a sound, smell, or visual change to the environment outside of normal footprints or breathing produce noises, smells, and sights which are detectable. Attacking or casting a spell does not make the creature detectable, though it can make noises that seem to emanate from the location of the creature. It is wise for creatures affected by undetectability to either keep moving or to simply stand still for the duration of the spell.

As such, as long as the undetectable creature does not attack, cast a spell, or otherwise interact vigorously with it’s environment, this spell prevents detection not only from normal sight, but also blindsight, blindsense, tremorsense, echolocation, scent and any other senses that rely on sight, sound, smell, or tactile vibration.

Spells which require the creature to be targeted by the caster cannot affect an undetectable creature. Undetectability cannot be detected by detect magic.

Undetectability can be made permanent (on objects only) with a permanency spell.

Arcane Material Components
An eyepatch, a glass jar, and a conch.


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Issue 12 Released!

In time for the U.S. tax deadline, here’s something to soothe the blow…

This issue of Claw/Claw/Bite includes:

* Two variant rules: Passion and Plague
* Three new feats, including Passionate Leader
* Two new classes: Rogue Caster and Merchant
* Five new spells including Crippling and Withering Grasp
* Two new race and cultures, including the Goduanil Elves
* Five new characters, including a half-human, half-dragon lich
* Four new creatures, including the Mist Elemental
* Two new magic items, including the Discus of Annihilation
* A story seed inspired by E. Gary Gygax
* Two locations, including the Elemental Subplane of Mist
* And a comic: Atavistic Onslaught #3

For you readers who stay on top of this blog, here’s a free copy. Offer good until we upload the issue to rpgnow.


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Durwin Yams

Durwin comes from a long line of halfling farmer/merchants. His surname is derived from the deep-rooted vegetables that his family farmed for centuries in the Central Valley. Durwin sought a life of adventure, leaving his family behind and moving on to the high mountain passes and wild forests. He currently wanders the lands between the Central Valley and the lands of Northbay, honing his archery and trading skills, and making a decent living.

He hates vermin with a passion, since they have run amok in his family’s farms for years. Hence, this is both his Ranger and his Merchant-farmer favored enemy.

Durwin Yams CR 5
Male halfling Ranger 3 Merchant 2
TN small humanoid
Init: +4 Senses: Listen +5, Spot +3

Languages: halfling, common

AC: 18 (flatfooted 14, touch 15)
HP: 36 (HD (3d8)+(2d6)+5)
Saves: Fort: +5, Ref: +8, Will: +3

Speed: 30 ft.
Attack: Sword, Short +5; Shortbow +1 (Composite) +8; (Sword, Short 1d6+2; Shortbow +1 (Composite) 1d6+1)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +4 Grapple: +4

SQ: +1 racial bonus on all saving throws, +2 morale bonus on saving throws against fear, Archery Combat Style, Favored Enemy (Vermin) +2, Wild Empathy (Ex) +7
Feats: Armor Proficiency (Light), Combat Reflexes, Dodge, Endurance, Martial Weapon Proficiency, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track

Abilities Str 15 Dex 18 Con 13 Int 13 Wis 12 Cha 14
Skills: Appraise 3; Balance 3; Bluff 4; Climb 6; Concentration 9; Craft (Untrained) 1; Diplomacy 2; Disguise 2; Escape Artist 3; Forgery 1; Gather Information 2; Handle Animal 9; Heal 3; Hide 7; Intimidate 2; Jump 9; Listen 5; Move Silently 7; Ride 14; Search 3; Sense Motive 1; Spot 3; Survival 3; Swim 0; Use Magic Device 6;

Possessions: Arrow; Sword, Short; Arrow +1; Boots of Striding and Springing; Helm of Comprehending Languages and Reading Magic; Potion of Neutralize Poison; Shortbow +1 (Composite); Studded Leather;


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Goduanil Elves

There are two types of mostly-evil elves who live in Goduanil, both of which flourish deep in barren or marshy regions where most humanoids dare not dwell. Each type is defined by the topography where they live:

• Fulian, who live in caves in the highlands of Goduanil
• Nashbat, who live in stone structures in the valleys of Goduanil

The fulian are 5′ tall and have folds under their arms which allow them to glide on the air 50′ feet above the ooze flows that run down the hillsides and into the valleys of Goduanil. Their undersides are the color of the overcast skies through which they soar. Their backs blend in with the deep purple-grey of the Goduanil’s rocky landscape.

The nashbat are 4’6″ tall and have sharp toes that allow them to rapidly burrow through and under the ooze flows. They occasionally drop to all fours for better stability and focus when burrowing. Lighter in skin tone than their surface cousins, they have skin tones that range from periwinkle to charcoal, depending on the amount of light exposed to their dermal layers.

Both types of Goduanil elves have been known to work for the wizard in the tower in the center of Goduanil, delivering to him a constant stream of reagents for his spells. Though they don’t entirely trust him, he represents the greatest power in Goduanil, with the possible exception of the Grey Ooze Dragon, which lives in the eastern flow. These elves are by their very nature subservient, always in search of a new, more powerful master.

Though historically, a feud has kept the two races separate, their shared masters have recently brought them together, and they have begun to learn each other’s tongues. They still brawl from time to time, but have not engaged in open warfare in almost a generation.

These elves are known for their acute hearing and use of horns to send messages cross the misty expanses of Goduanil. In addition, they have been known to cavort with creatures from the Elemental Subplane of Mist.

Fulian as Characters

• Medium: As Medium creatures, fulian have no special bonuses or penalties due to their size.
• Fulian receive all the standard elf skills as well as the following.
• Fulian base land speed is 30 feet, and they receive no penalty for traveling in Goduanil.
• Fulian have excellent vision, allowing them to see 60′ through mist and on a clear day for miles.
• 2 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Fuliani.
• Favored Class: Fighter, wizard
• Favored alignment: Evil
• Unique Languages: Fuliani.

Nashbat as Characters

• Medium: As Medium creatures, nashbat have no special bonuses or penalties due to their size.
• Nashbat base land speed is 30 feet, though they can burrow at half that rate within the Goduanil and quarter the rate elsewhere.
• Nashbat are immune to the ill effects of oozes
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Nashbat.
• Favored Class: Fighter, rogue
• Favored alignment: Evil
• Unique Languages: Nashbati


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Wave (goodbye)

Evocation [Water]
Level: sorcerer / wizard 3, water 2
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped wave
Duration: Instantaneous
Saving Throw: none (see below)
Spell Resistance: Yes

This spell unleashes a powerful cone-shaped wave of water that pushed foes away from the caster.

All caught in the wave must succeed on a strength check equal to 10 + caster level + intelligence, charisma, or wisdom bonus (as appropriate to the caster’s class). Targets are pushed back 5 feet for every 5 points they fail their strength checks by.

Material component: some water from the sea.


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Passionate Leader

You are the kind of leader that people rally behind and put in the extra effort because you do so well at leading by example.

Prerequisite: Leadership

Benefit: Passionate leaders can spend passion points to boost their followers’ morale and effectiveness during combat. They can also gain temporary bonuses from each of their followers who have passion points to spend. The exchange is one point of passion for a +1 to hit or +1 damage or +1 on a save for the duration of a particular combat, or one passion point for a point of charisma for the duration of a banquet with a foreign dignitary. The DM must exercise judgment when assigning durations to these bonuses.


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Fringilla Style

Characters with this feat are adept at using their foe’s momentum against them.

Prerequisite: Improved Unarmed Strike, Special: must be taught this martial art by the Fringilla Monks.

Benefit: Characters with this feat receive a +1 on their unarmed attacks against opponents who have just moved more than 5 feet. Additionally, they receive a +4 on trip checks made against those who have just moved more than 5 feet.

In addition, when two or more characters with this feat are fighting the same foe, they both receive a +1 to their attack rolls.


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The Middle Kingdoms

Geography
The lands commonly referred to at the Middle Kingdoms are bordered on the east by the Kitel Woods, the north by vast steppes, the south by badlands and the tail of the Skullcrush Mountains, and stretch west to mountain-encircled Lake Abernath. The region consists of ranges of low mountains, interspersed with rivers and generally descending as the water flows east towards Soguer and the Soral Sea.

The Daren River and roads that follow it are a major route for trade and provide an avenue for goods traveling from all the far-flung shores of the Soral Sea to the tributaries that feed Lake Abernath and the free cities that surround it.

The northeastern portion of the area is marked by wild badlands surrounding a range of rocky, mountainous highlands, which trail off into goblin-infested hills. Further north are cold swamps.

The plains of Dahl in the southwest provide good grazing for the herds of the people there.

Lands and Peoples

A traveler who follows the River Daren north and west towards it’s headwaters will encounter the following lands:

Shires of Etela – If one follows the Aet River due west from the Daren they will come into the hills and valleys of the Shires of Erela. The halflings that live here are typical of their kind: somewhat reclusive but generally plain country folk. They are mistrustful of the horsemen of Dhal to their west, citing “unforgotten history.” Their lands begin at Aetford, where men, halflings and handfuls of elves live together by the large stone bridge.

High Elves of Verdone – Thick and quiet, the Verdone Forset seems foreboding to many who pass it on the River Daren. The tales of the uncaring elves that dwell within and their strange magics are whispered by boatmen. Few have seen their white towers, for the wood is said to be enspelled to confuse the minds of men and lose them among the tall, silent trees.

City of Devin – This city and it’s fortified castle grow large on the trade here at the meeting of the Rivers Bedeflow and Daren. A diverse city, it includes large populations of gnomes from the mountains to the east, elves from Verdone and halflings from the shires to the south.

Dhilic People – The men here are known to be superb horsemen and warriors, a tradition that is celebrated in passed down from father to son. They ride the plains of Dhal on their fine fast steeds herding their cattle, goats and sheep. In the villages in the hills surrounding Keep Dhilia they make leather goods and weave picturesque tapestries to warm their homes against the winter winds.

City of Argros – Vast fields of grain grow in the lands surrounding Argros. The peoples here tend to build their homes raised on posts to help them survive the spring floods of the Daren. Traditionally all landowners serve as pikemen in the militia, territorially guarding their borders from the men, gnolls, half-orcs, and wood elves surrounding them.

Marble Falls valley – Mining dominates this deep mountain valley and the small cities here. Mist from the many waterfalls clings to the leaves of trees in the ravines carved by the water’s slow hand. Fine stone gives the area it’s name. Animal sculpture is popular, and most homes have at least one large stone statue near the entrance to ward off evil spirits. The area is also noted for a large, beautiful shrine to WeJas, goddess of death and magic, carved into a cliff face in the northeast of the valey. Within the shrine is a huge marble statue of her opening the door to the next world for the departed.

Free Cities of Abernath – The shores of Lake Abernath are dotted by human cities, each a city-state unto itself. Farming, fishing and trading on the lake are the pillars of their economies. Mercantile and guild conflicts occasionally spill over into violence here, but actual war between the cities is generally seen as being bad for business.

Dwarves of Rolang – In the mountains on the eastern shore of Lake Abernath, the dwarves of Rolang delve into the bones of the mountains. Brass and iron are traded from here, and also grains that they turn into casks of their famous dwarven ales.

Elves of Forla Wood – This area is home to a large concentration of the semi-nomadic wood elves that move their homes all around the region. Every year representatives from each family meet in the sacred Emerald Grove to discuss issues important to the elves of the land. Bards from Forla’s tribes, while rare, are welcomed in all cities of the Middle Kingdoms for the news they bring and their exceptionally beautiful music.

Queen Zedhrev’s lands – From lake Abernath, further up the River Voros, at the foot of cold mountains, Queen Zedhrev sits in rulership. Her lands stretch through the swamps east to the Temple of Stars, and west along the R. Voros. It is generally agreed that she is a powerful sorceress, and she is mentioned in many stories and legends in the Free Cities, usually as a cruel and bloody villain.

Temple of Stars – The largest temple to Baccob in the known world, this site is said to be of importance due to it’s position beneath certain constellations. Some say the view of the stars from the high hills in the clear cold air is why Baccob blesses this temple. It is only one of the many secrets of this temple. The priests here are on good terms with Queen Zedhrev to the west, and she gives them their solitude and protection from the barbarians and bestial peoples to the east. It is said that they gave her her sorcerous powers. It is also said that they resent and fear her power, and the truth of it is known only to them and her.

In later ages, this temple becomes the site of the final siege of the Anmagus Crusade of the Sword of Light. See also the Cult of Shan’n’nur.

Bare Peaks – The barren mountains of these highlands are home to groups of gargoyles and kenku, and no travelers go here. The gargoyles of this region call themselves the Dz’ata Möschu.

Lord Fevul’s Lands – These dry badlands and rough, scrub covered hills are home to various goblinoid tribes, and have traditionally been an evil place to be avoided. Recently, however, the elves living to the east and south have been reporting raiders emerging from this area. They claim that a warlord named Lord Fevul has united the goblin tribes and that Magublet, the goblin god, sits at his side. In times past, the barbarians to the northeast with whom they skirmished, the Kitel Elves, and the swamps and mountins to the west have provided defense against these peoples, but now there are whispers of worry that a great host may soon march out of those brown hills.

Akmak and the half-orc lands – In the lands surrounding the Bare Peaks are scattered villages and small cities of predominantly half-orc people. Their traditions claim that they are descended from an ancient race of warriors, and they are indeed fierce fighters who’s walled city of Akmak is a testament to their grim, martial culture.

Dwarves of Sturm Mountain – The dwarf clan that calls this mountain home have built an extensive stronghold deep into the bones of the land. The clan ruler, Oxymazus Axehand rules his people with strict laws adhering to Moradin’s dictates. As a people they are extremely unwelcoming to any but their own, and the entrances to their mountian fastness are guarded day and night by dwarves in bright suits of mail.

Tehton – The hills, valleys and forests of Tehton are home to hardworking woodsmen and skilled carpenters with a strong code of ethics. The peoples here also have a close affinity with the various fey in the mountains from sprites to wood elves. Their largest city is called Forston, at a fork where the River Aelle meets the River Bedeflow.

Rumors and Information
The following can be determined with the corresponding Knowledge (local) or Bardic Knowledge check: (leave comments to create the rumors and information)


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Fire Lances of the Ancient Hyperzephyrians

It is sung in The Deed of Barael:

… we crossed the burning wasteland
sought out forgotten tomb
within a shattered chamber
beneath a broken moon
we looked amongst the ruins
where cities once did rise
from graves of fallen kings there
what doom shall rise

old legends tell of weapons
wielded by kings of old
crafted by evil wizards
unholy to behold
we seek the fire lances
led to the ancient grave
the world where they were masters
now lays in waste

let us live the prophecy
all you know will cease to be …

It is said that long ago the lands that are now the Middle Kingdoms were ruled by a band of friends; warrior lords who called themselves the Hyperzepharians. It is said that they wielded these weapons as they swept across the planes on steeds who flew with magic horseshoes.

In times long past, beset from the west by raiding gnoll tribes from the badlands, the beleaguered lords of that land traveled north to the temple of Baccob to beseech the mages there for aid defending their peoples. Unknown to them, the head clerics there had been seduced by the promises of Vecna, God of Secrets. After making a terrible bargain with the Priests of Secrets the warriors of the Hyperzephyrins were given these burning lances. At that time a prophecy was pronounced stating that the kings would defeat their enemies, but that upon their passing all that they knew would cease to be.

So great was the power of these weapons that all who faces them on the battlefield were laid low, and soon the gnolls were driven back. Emboldened by their power and their fearsome reputation, the kings of the Hyperzepharins made war on their neighbors, and took other’s lands for their own. After years of felling all who stood against them, they entered a long age of peace, and growing old, hid their magic lances and horseshoes and saddles for their sons to use if the need came.

But their subjugated neighbors never forgot that they were once free men, and under the banner of a rebel warlord from the east, they rose up and in a lightning war that swept the Hyperzepharian’s royal line from the land.

The secret of the resting place of the fire lances died with them, or so it was thought until recently….

Fire Lance

These +2 heavy lances are enchanted such that, upon the speaking of a command word, they are sheathed in flames, dealing an additional 1d6 points of damage on a successful hit. In addition, they are imbued with the power to unleash bolts of fire from their tips three times a day. Striking a target with a bolt requires a ranged touch attack, and deals 12d6 points of fire damage, no save.

Were the location of any of these weapons known, their market value would be considerable.

Strong transmutation and evocation; CL: 11; Craft Magic Arms and Armor, scorching ray; 68,000 gold

And once again, thanks to The Sword for inspiration – lyrics to “Fire Lances of the Ancient Hyperzephyrians” copyright 2008 The Sword, used without permission but with total respect and admiration.


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