Wardens of the Deep

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EvilGenius
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Wardens of the Deep

Post by EvilGenius »

So, a little more background on the new dwarves in the campaign. :)

The dwarves are from The Five Kings Mountains, which is the largest nation of Dwarves on Golarion, and is where the dwarves achieved their epic Quest for Sky (ie, where they emerged from the earth). The Wardens are an organization of dwarves who guard against threats from the deep, and they make forays into second subterranian level that Ken was talking about.

The Wardens knew slightly more about the Drow than the surface dwellers, but only slightly. The Wardens knew that the drow existed, but had only encountered them a few times and then only briefly. The Wardens did have to deal with the 'ripple effect' from the drow though (slaves/pawns used in drow plans or displaced monsters).

The Wardens had approached Tholyr about possibly joining them but Tholyr said he would think about it and then left for Riddleport. A few months ago Tholyr sent word to the Wardens that there was news of great importance that he wished to share with them and asked the Wardens to send a delegation to Crying Leaf, where he would meet up with them.

The Wardens' expedition is led by Valkur of Clan Baar'Arrd, Devotee of Torag. Valkur stands 4'3" and his calm and steadfast manner implies both wisdom and tolerance. The other Wardens defer to Valkur and never voice contrary opinions in front of strangers.

Thuyr, also of Clan Baar'Arrd, is a relation of Valkur, and exhibits some of the same resolute mannerisms, but perhaps does not seem as calm. You can see Thuyr always noticing the goings on around him. Following his gaze you can see that he is constantly observing both the positions and the demeanor of those around him. You also notice that Thuyr seems to instinctively and subtly adjust his position in relation to the people around him in such a way as to make it more difficult for people to get behind him. You are not sure if that is comforting or not.

Lastly there is Urraic, Son of Balmoran, Disciple of Torag. Urraic listens intently to descriptions of the battles with the drow, quietly reveling in the tales of bravery, sharing the sorrow of defeats and lost friends. When talking about battles, you notice Urraic absentmindedly touching the birthmark on his forearm which resembles the upside down Hammer of Torag.
Another daring escape for the intrepid Spaceman Spiff!
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EvilGenius
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Re: Wardens of the Deep

Post by EvilGenius »

For Referrence, I'm posting the dwarves here:

Urraic Son of Darack
Male Dwarf Cleric 9
NG Medium Humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 22, touch 10, flat-footed 22 (+8 armor, +4 shield)
hp 75 (9d8+27)
Fort +10, Ref +5, Will +12; +2 trait bonus vs. charm and compulson, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 50%
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Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +2/-3 (1d4/x2) and
Balwhur (Iron Fury) +7/+2 (1d8+1+2d6 vs. Outsiders/x3)
Special Attacks hatred, holy lance for 4 rounds (1/day)
Spell-Like Abilities Artificer's Touch (7/day), Touch of Good (7/day)
Cleric Spells Prepared (CL 9):
5 (1/day) True Seeing, Dispel Evil (DC 19)
4 (3/day) Neutralize Poison, Restoration, Holy Smite (DC 18), Divine Power
3 (4/day) Prayer, Dispel Magic, Stone Shape, Stone Shape, Remove Curse
2 (5/day) Remove Paralysis, Silence (DC 16), Silence (DC 16), Align Weapon, Align Weapon, Align Weapon
1 (5/day) Remove Fear, Shield of Faith, Command (DC 15), Protection from Evil, Divine Favor, Divine Favor
0 (at will) Resistance, Detect Magic, Guidance, Stabilize
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 14, Int 14, Wis 18, Cha 12
Base Atk +6; CMB +6; CMD 16 (16 vs. Bull Rush, 16 vs. Trip)
Feats Alignment Channel (Evil), Craft Magic Arms & Armor, Extra Channel, Scribe Scroll, Toughness +9
Traits Birthmark, Zest for Battle
Skills Acrobatics -4 (-8 jump), Appraise +9 (+11 to determine the price of nonmagic items with precious metals or gemstones), Climb -4, Craft (armor) +12, Craft (weapons) +6, Diplomacy +10, Escape Artist -4, Fly -4, Heal +10, Knowledge (history) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +7 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Sense Motive +8, Spellcraft +6, Stealth -4, Swim -4
Languages Common, Dwarven, Orc, Terran
SQ aura, bane (outsiders), cleric channel positive energy 5d6 (6/day) (dc 15), dancing weapons (1/day), domains (artifice, good), fortification (moderate), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning +2
Combat Gear
Scroll of Alarm, Bless, Bless Water,
Scroll of Align Weapon, Aid,
Scroll of Bless Weapon, Bless Weapon,
Scroll of Comprehend Languages, Delay Poison, Delay Poison,
Scroll of Create Water, Light, Purify Food and Drink,
Scroll of Cure Critical Wounds, Cure Critical Wounds,
Scroll of Cure Serious Wounds,
Scroll of Magic Weapon, Magic Weapon, Magic Weapon,
Scroll of Silence,
Wand of cure moderate wounds,
Wand of Shield of Faith (CL 6);
Other Gear
+2 Breastplate, Moderate Fortification,
+2 Heavy steel shield,
Balwhur (Iron Fury), +1 Cold Iron Warhammer, Outsider Bane
Handy haversack (4 @ 18.5 lbs),
Ioun stone (scarlet and blue sphere) (Craft: armor),
Phylactery of positive channeling,
Cloak of Resistance +2
Bedroll, Belt pouch (empty), Blanket, winter, Rope, Scroll case (empty), 1357 GP, 4 SP
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TRACKED RESOURCES
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Action Points - 0/9
Artificer's Touch (1d6+4) (7/day) (Sp) - 0/7
Cleric Channel Positive Energy 5d6 (6/day) (DC 15) (Su) - 0/6
Dancing Weapons (1/day) (Su) - 0/1
Holy Lance for 4 rounds (1/day) (Su) - 0/1
Touch of Good (7/day) (Sp) - 0/7
Wand of cure moderate wounds - 0/50
Wand of Shield of Faith (CL 6) - 0/50
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Artificer's Touch (1d6+4) (7/day) (Sp) Melee touch attack deals 1d6+4 damage to objects or constructs, bypassing 9 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bane (Outsiders) +2 & +2d6 damage vs chosen type
Birthmark +2 save vs. charm & compulsion
Cleric Channel Positive Energy 5d6 (6/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Dancing Weapons (1/day) (Su) Grant weapons the dancing power.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fortification (moderate) 50% chance to ignore critical hit/sneak attack.
Fortification 50% You have a chance to negate critical hits on attacks.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Holy Lance for 4 rounds (1/day) (Su) A melee weapon you are holding becomes holy
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Touch of Good (7/day) (Sp) Grant +4 to skill checks, ability checks and saving throws for 1r.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
Last edited by EvilGenius on Fri Feb 15, 2013 4:30 pm, edited 2 times in total.
Another daring escape for the intrepid Spaceman Spiff!
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EvilGenius
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Re: Wardens of the Deep

Post by EvilGenius »

Valkur (Divine Wall)
Male Dwarf Paladin 9
LG Medium Humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 25, touch 10, flat-footed 25 (+11 armor, +4 shield)
hp 76 (9d10+18)
Fort +13, Ref +8, Will +13; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 25%; Immune charm, disease, fear
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Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +11/+6 (1d4+2/x2) and
. . +1 Spell Storing Cold Iron Warhammer +12/+7 (1d8+3/x3) and
. . Masterwork Throwing axe +12/+7 (1d6+2/x2)
Special Attacks hatred, smite evil (3/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 6):
2 (2/day) Resist Energy, Remove Paralysis
1 (3/day) Protection from Evil, Bless Weapon, Divine Favor
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 13, Wis 14, Cha 16
Base Atk +9; CMB +11; CMD 21 (21 vs. Bull Rush, 21 vs. Trip)
Feats Additional Traits, Alignment Channel (Evil), Channel Smite, Craft Magic Arms & Armor, Extra Mercy
Traits Defensive Strategist, Glory of Old, Scholar of the Great Beyond (Knowledge [planes]), Tunnel Fighter
Skills Acrobatics -6 (-10 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb -4, Craft (armor) +7, Diplomacy +9, Escape Artist -6, Fly -6, Heal +6, Knowledge (history) +11, Knowledge (planes) +13, Knowledge (religion) +9, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -6, Sense Motive +6, Stealth -6, Swim -4
Languages Common, Dwarven, Orc
SQ aura of courage, aura of good, aura of resolve, blinding (2/day) (dc 14), divine bonds (weapon [2/day]), fortification (light), greed, hardy, immunity to rust, lay on hands (4d6) (7/day), mercies (mercy [cursed], mercy [diseased], mercy [poisoned], mercy [sickened]), paladin channel positive energy 5d6 (3/day) (dc 17, slow and steady, spell storing, stability, stonecunning +2
Combat Gear
Gauntlet of rust,
Silversheen x5;
+2 Full Plate, Light Fortification
+2 Blinding Heavy steel shield
+1 Spell Storing Cold Iron Warhammer
Masterwork Throwing axe
Boots of the winterlands
Cloak of resistance +2
Handy haversack (16 @ 45 lbs)
Headband of mental prowess (Int & Cha +2) (Knowledge: History)
Rope of climbing,
Bedroll, Belt pouch (5 @ 0 lbs), Blanket, winter, Bucket (empty), Candle (5), Crowbar, Fishhook, Fishing net, Flint and steel, Grappling hook, Hammer, Torag, Rope, Sack (empty), Sack (empty), Vial (3), Waterskin (2), 150 GP
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/9
Blinding (2/day) (DC 14) - 0/2
Divine Bond (Weapon +2) (9 minutes) (2/day) (Sp) - 0/2
Lay on Hands (4d6) (7/day) (Su) - 0/7
Masterwork Throwing axe - 0/1
Paladin Channel Positive Energy 5d6 (3/day) (DC 17) (Su) - 0/3
Rusting Grasp (1/day) - 0/1
Silversheen - 0/6
Smite Evil (3/day) (Su) - 0/3
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Blinding (2/day) (DC 14) Creatures within 20 feet are blinded for 1d4 rds (Ref neg).
Boots of the winterlands Travel across snow at full speed, across ice without slipping
Channel Smite Channel energy can be delivered through a Smite attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2) (9 minutes) (2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Fortification 25% You have a chance to negate critical hits on attacks.
Gauntlet of rust You and your gear are completely protected from rust (magical or otherwise).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Rust (Gauntlet of rust) Protected from rust (magical or otherwise).
Lay on Hands (4d6) (7/day) (Su) You can heal 4d6 damage, 7/day
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 5d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Slow and Steady Your base speed is never modified by encumbrance.
Smite Evil (3/day) (Su) +3 to hit, +9 to damage, +3 deflection bonus to AC when used.
Spell Storing Store a spell of up to 3rd level in weapon.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
--------------------
Clan Barr'ard (Mighty Guardians)
Another daring escape for the intrepid Spaceman Spiff!
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EvilGenius
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Re: Wardens of the Deep

Post by EvilGenius »

Thyur (Oath Rune)
Male Dwarf Ranger 9
CG Medium Humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +13
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Defense
--------------------
AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 85 (9d10+27)
Fort +11 (+4 vs. hot or cold environments and to resist damage from suffocation), (+1 trait bonus vs. fear, +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities)
Ref +12, (+1 trait bonus vs. fear, +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities)
Will +6; (+1 trait bonus vs. fear, +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities)
Defensive Abilities defensive training, evasion, fortification 25%; SR 13
--------------------
Offense
--------------------
Speed 20 ft.
Melee
+1 Spell Storing Cold Iron Handaxe +12/+7 (1d6+1/x3) and
+1 Keen Shortsword +12 (1d6+1/17-20/x2)
Special Attacks favored enemies (aberrations +4, magical beasts +2), hatred
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)
Ranger Spells Prepared (CL 8):
2 (1/day) Barkskin
1 (3/day) Longstrider, Resist Energy, Unbreakable Heart
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 16, Wis 13, Cha 10
Base Atk +9; CMB +9; CMD 23 (23 vs. Bull Rush, 23 vs. Trip)
Feats Additional Traits, Athletic, Endurance, Quick Draw, Scholar (Knowledge [history], Knowledge [geography]), Skill Focus (Survival), Two-weapon Fighting, Weapon Finesse
Traits Deep Marker, Defensive Strategist, Glory of Old, Magical Knack (Ranger)
Skills
Acrobatics +2 (-2 jump),
Appraise +4 (+6 to determine the price of nonmagic items with precious metals or gemstones),
Bluff +0 (+4 vs. aberrations, +2 vs. magical beasts),
Climb +13,
Escape Artist +2,
Fly +2,
Knowledge (arcana) +6 (+10 vs. aberrations, +8 vs. magical beasts),
Knowledge (dungeoneering) +15 (+19 vs. aberrations, +17 vs. magical beasts, +17 while in mountainous terrain, +19 while in underground terrain),
Knowledge (engineering) +7 (+11 vs. aberrations, +9 vs. magical beasts, +9 while in mountainous terrain, +11 while in underground terrain),
Knowledge (geography) +15 (+19 vs. aberrations, +17 vs. magical beasts, +17 while in mountainous terrain, +19 while in underground terrain),
Knowledge (history) +13 (+17 vs. aberrations, +15 vs. magical beasts, +15 about mountainous terrain, +17 about the Darklands[underground terrain]),
Knowledge (nature) +14 (+18 vs. aberrations, +16 vs. magical beasts, +17 about mountainous terrain, +19 about the Darklands [underground terrain]),
Knowledge (religion) +6 (+10 vs. aberrations, +8 vs. magical beasts),
Perception +13 (+17 vs. aberrations, +15 vs. magical beasts, +15 while in mountainous terrain, +17 while in underground terrain, +15 to notice unusual stonework, such as traps and hidden doors in stone walls or floors, only -1/20' while using a spyglass, instead of -1/10'), [Underground, noticing unusual stonework: +19)
Ride +2,
Sense Motive +9 (+13 vs. aberrations, +11 vs. magical beasts),
Stealth +22 (+24 while in mountainous terrain, +26 while in underground terrain),
Survival +15 (+19 vs. aberrations, +17 vs. magical beasts, +17 while in mountainous terrain, +19 while in underground terrain, +19 to track), [Tracking aberrations underground: +27, Tracking magical beasts underground: +25
Swim +11 (+15 to resist nonlethal damage from exhaustion)
Languages Common, Dwarven, Giant, Orc, Terran, Draconic
SQ combat styles (two-weapon combat), favored terrains (mountainous +2, underground +4), fortification (light), greed, hardy, hunter's bonds (companions), slow and steady, spell storing, stability, stonecunning +2, swift tracker, track, wild empathy, woodland stride
Combat Gear
Ring of spell storing (minor)
Ring of chameleon power
+1 Mithril Chain Mail, Fortification (light), Spell resistance (13)
+1 Keen Shortsword
+1 Spell Storing Cold Iron Handaxe
Belt of physical might (Dex & Con +2)
Bloodlink
Cloak of resistance +2
Golembane scarab
Handy haversack (26 @ 74.5 lbs)
Headband of vast intelligence +2 (Knowledge: dungeoneering),
Mundane Gear
Bedroll, Belt pouch (3 @ 1 lbs), Blanket, winter, Bottle (2), Chalk (2), Climber's kit, Crowbar, Flask, Flask, Flint and steel, Grappling hook, Hammer, Hooded lantern, Mirror, Pathfinder chronicle (Knowledge [dungeoneering]), Pathfinder chronicle (Knowledge [geography]), Pathfinder chronicle (Knowledge [history]), Pathfinder chronicle (Knowledge [nature]), Rope (2), Spyglass, Waterskin (2), Oil (3), Tanglefoot bag (2), 108 GP, 1 SP
--------------------
TRACKED RESOURCES
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Action Points - 0/9
Dancing Lights (Bloodlink) (1/day) (Sp) - 0/1
Darkness (Bloodlink) (1/day) (Sp) - 0/1
Disguise Self (At will) - 0/0
Faerie Fire (Bloodlink) (1/day) (Sp) - 0/1
Tanglefoot bag - 0/2
--------------------
Special Abilities
--------------------
Dancing Lights (Bloodlink) (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (Bloodlink) (1/day) (Sp) Cast Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only) (Dwarven racial trait)
Darkvision (120 feet) You can see in the dark (black and white vision only) (from Drow disguise)
Deep Marker Gain a +1 trait bonus on Survival checks and Saves against Fear.
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get to act at the start of a battle.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faerie Fire (Bloodlink) (1/day) (Sp) Cast Faerie Fire once per day.
Favored Enemy (Aberrations +4) (Ex) +4 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Terrain (Mountain +2) (Ex) +2 to rolls vs Favored Terrain (Mountain).
Favored Terrain (Underground +4) (Ex) +4 to rolls vs Favored Terrain (Underground).
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Magical Knack (Ranger) +2 CL for a specific class, to a max of your HD. (Caster Level 8)
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.
Ring of spell storing (minor) A minor ring of spell storing contains up to 3 levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.
A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 3. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the ring of spell storing.
The ring magically imparts to the wearer the names of all spells currently stored within it.
Scholar (Knowledge [history], Knowledge [geography]) +2 bonus on two Knowledge skills
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (13) You have Spell Resistance (from Armor)
Spell Resistance (20) You have Spell Resistance (from Drow Disguise)
Spell Storing Store a spell of up to 3rd level in weapon.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Another daring escape for the intrepid Spaceman Spiff!
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