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Temperance is the purview of the good; it is a required quality of such beings.

Even those thought to be liberal among the good are ultimately temperate. The
drunken of a goodly bent are still restrained compared to their dark
counterparts. This illustrated a fundamental truth; good is limited, while evil is
unlimited. Excess, gluttony, insatiability, greed one must only examine the
vices of evil to see that this is true. Evil has no bounds, no constraints. An evil
being can do whatever he wishes, unless constrained by law or chaos.

Those who have no capacity for moderation then are naturally drawn to evil.
The thief has no moderation of his appetites for objects, the glutton no
moderation of appetite for food, and the slut no limit to her desire for sex. The
truth is that none of these will ever be satisfied. They will never know happiness
and they are as much slaves they might claim the moderate are. Beware
though, for a slave to unlimited appetite is ready and able to wreck lives in a
hopeless attempt at sating it
-Suhcamocin
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Another? The fiend asked of the woman draped across his chest.

Of course. She purred, one hand idly fondling his member.

The fiend plucked another warm pair of elf lips from the still steaming bowl of
celestial blood and other exotic spices and held them before her. She savagely
bit them in half, eating out of his hand and letting out a shiver as she savored
the texture. Two bites later they were gone. Minutes passed as he hand fed her.
When the bowl was empty his hands and her face were covered in blood. A
wicked gleam shined in her eyes.

Another? She asked, her hand more demanding now upon him.

Of course the fiend growled as he rolled over, dumping her on her stomach as
he moved to mount her. The Fledgling moaned.
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Tarina the Fledgling


Female Half-Elf
Necromancer5/Loremaster7/Wizard Savant10

NE Medium Humanoid (Air)


Init +11 (+5 Dex, +4 Improved Initiative, +2 trait)
Aura greater presumptive field (270ft., 4 round delay, identify type of incoming
teleporters)
Senses penalty for distance, arcane sight 120ft., blindsense 135ft.,
darkvision 270ft., low light vision x4, see invisibility; Perception +37
Languages comprehend languages; Abyssal, Aklo, Aquan, Auran, Celestial,
Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling,
Ignan, Infernal, Orc, Sylvan, Terran, Undercommon, 9 other languages
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AC 36, touch 31, flat-footed 31, (+8 armor, +5 deflection, +5 Dexterity, +2 epic,
+2 luck, +5 natural, -1 trait)
hp 250 (22d6 + 183)
Resist +2 vs. enchantment, +4 vs. necromancy, divination (DC 42)
Immune critical hits, flanking, harmful vapors and gases, negative energy,
negative levels, paralysis, poison, ranged touch attacks, sleep, stunning
Special Defenses air mastery (flying creatures -1 attacks/damage),
counterspell (reciprocal gyre)
Fort +31, Ref +25, Will +31 evasion
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Speed fly 30ft. (Perfect), 30ft.


Melee +12/+7 Iljael (1d6+1)
Melee +10/+5 touch (by spell)
Ranged +17 touch (by spell)
Base Atk +11 CMB +10 CMD 31
Special Actions corrupting touch 9/day (melee touch, target is shaken for 18
rounds and radiates aura of evil as though evil outsider), grave touch 16/day
(melee touch, target is shaken for 3 rounds. If used on shaken foe then
frightened for 1 round if target has fewer than 7 hit dice)
Combat Gear* Iljael**, pearl of power 3rd, vest of the archmagi (3/day recall
spell of up to 9th level as swift action, at will expend spell as swift action to heal
5x spell level).

Potions potion of fly x2, potion of lesser restoration x4, potion of remove
blindness/deafness x2
Scrolls scroll of banishment (caster level 27th), scroll of break
enchantment x2 (caster level 27th), scroll of control weather, scroll of
dimensional lock, scroll of disintegrate x3, scroll of freedom of movement
x2, scroll of globe of invulnerability, scroll of mind blank, scroll of pass
wall, scroll of planeshift x3, scroll of remove curse x2 (caster level 27th),
scroll of restoration x3, scroll of stone to flesh
Staves staff of greater teleport (10 charges), staff of heal (10 charges),
staff of speak with dead (10 charges)
Wands cure light wounds x3 (50 charges each)
*All at minimum caster level unless otherwise noted
**See custom equipment
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Necromancer Spells Prepared (Caster level 27th 33nd necromancy, +2 vs.


spell resistance - +3 necromancy; Prohibited Schools Divination, Enchantment
& Evocation)
10th (2+1/day)quickened empowered chain lightning* (DC 30), quickened
heightened finger of death* (DC 38), quickened greater dispel magic
9th (6+1/day)greater spell chain**, mages disjunction (DC 33), quickened
teleport, quickened wall of force, time stop, wail of the banshee (DC 36), one
open slot
8th (6+1/day)perfect plane shift**, greater shadow evocation (DC 32), greater
teleport, maximized horrid wilting* (DC 35), maze, true invisibility**, thanatopic
maximized quickened enervation*
7th (6+1/day)aerial nature**, greater teleport, heightened finger of death x3*
(DC 39), plane shift, quickened maximized empowered enervation*
6th (6+1/day)disintegrate (DC 30), godsense**, greater presumptive field**,
greater dispel magic, permanent image (DC 30), one open slot
5th (7+1/day)baleful polymorph (DC 29), cloudkill (DC 29), teleport, wall of
force x2, three open slots
4th (7+1/day)bestow curse (DC 31), dimensional anchor, dimension door x2,
enervation, greater invisibility, resilient sphere (DC 28), shadow conjuration (DC
28)
3rd (7+1/day)dispel magic, fly, heroism, nondetection, slow, wind wall, one
open slot
2nd (7+1/day)bulls strength, command undead x3 (DC 28), disguise self,
false life, maximized scorching ray*, spectral hand
1st (8+1/day)feather fall, mage armor, magic missile x2, protection from evil,
ray of enfeeblement (DC 27), shield x2, one open slot
0th (Unlimited)arcane mark, dancing lights, detect magic, detect poison,
touch of fatigue
*Metamagic Powered by Circle Magic
**Unique Spells
***Tarina prepares spells with a Slaymate. Metamagic costs for necromancy
spells are reduced.
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Abilities Str 8, Dex 20, Con 26, Int 36, Wis 18, Cha 22
SQ familiar (rat), great circle leader, lore (+3), scribe tattoo, secrets (applicable
knowledge, lore of true stamina, secret health, secret of inner strength)
Feats Circle Initiate Tattoo (necromancy)*, Craft Wondrous Item, Eldritch
Heritage (infernal), Eschew Materials, Greater Spell Focus (necromancy),
Improved Eldritch Heritage (tough as hell), Improved Initiative, Iron Will,
Lightning Reflexes, Leadership, Quicken Spell, Scribe Scroll, Skill Focus
(diplomacy), Skill Focus (knowledge [religion]), Spell Focus (necromancy), Spell
Perfection (finger of death), Thanatopic Spell, Toughness
*New Feat Described Below
Epic Feats Improved Spell Capacity
Traits Elven Reflexes, Resilient
Flaws Noncombatant, Vulnerable
Skills Bluff +33, Diplomacy +42, Fly +20, Heal* +31, Intimidate +33, Knowledge
(arcane) +43, Knowledge (engineering)* +43, Knowledge (history) +38,
Knowledge (local) +38, Knowledge (the planes) +43, Knowledge (religion) +49,
Linguistics +30, Perception +37, Sense Motive +35, Spellcraft +38 (+48 to
identify magic items), Stealth* +32, Use Magic Device +36
*Keyed to Headband
Possessions amulet of natural armor and protection +5, belt of physical might
+6 (dexterity and constitution), blessed book, eye patch of the eagle, glove of
storing, headband of mental superiority and persuasion +6, necklace of
adaptation (unslotted), ring of counterspells (reciprocal gyre) ring of evasion,
vest of the archmagi, 30,000 gold pieces, contingency focus.
Spellbook Tarina has access to the Ravens spellbooks, and as such can
prepare almost any spell given time. The spells here are those she travels with
in her travel spellbook. 1st - ; 2nd- ; 3rd- ; 4th- ; 5th- ; 6th- ; 7th- ; 8th- ; 9th-

Active Spells (Sp) Tarina has the following spells active upon her at caster
level 27th: aerial nature, contingency (), dragoneye, greater presumptive field,
heroism, and nondetection.

Circle Magic Tarina may participate in magic circles led by other red wizards,
either as a contributor or as a leader, leading a circle of up to ten. On a given
day Tarina typically receives 37 circle levels by leading a magic circle (7 from
Sharah, 12 from her simulcrums, and 18 from apprentices in the tower). Ten of
these circle levels are typically expended to give her a +4 bonus to her caster
level, while the remainder are used to empower or maximize a number of her
spells. Prepared spells above marked with a * indicate that these spells have
been so empowered. Her caster level bonus is averaged into the above stats.
She has 7 levels left to spend.

Enhanced Specialization Tarinas specialized study of necromancy resulted in


her abandoning the study of new evocation magic. Spells over 6th level or
spells under 6th level from the school of evocation not currently recorded in her
spellbook require two slots to prepare instead of one.

Inherent Bonuses Tarina has increased her intelligence score by 5 points


through the use of wishes. She has increased her dexterity and charisma
scores by 4 points each through the uses of wishes. Tough as hell increased
her constitution by 6 points.

Master Necromancer Tarina may naturally control 8 hit dice worth of undead
per caster level instead of the usual 4. This replaces her channel energy ability.
This number of further enhanced by Iljael, which allows her to control up to 16
hit dice worth of undead per caster level (528 hit dice given her current caster
level).

Permanency (Sp) The following spells have been rendered permanent on


Tarina through the use of permanency: arcane sight, comprehend languages,
and see invisibility. All are active at caster level 28th and cannot be dispelled by
a caster with a caster level of under 28th. The DC to dispel them is 43.

Scribe Tattoo Tarina has the ability to place magical tattoos upon willing and
qualified novices, giving them the Circle Initiate Tattoo feat and inducting them
into her circle. This does not give her the ability to give them a bonus feat, but
rather gives them access to the feat as an option.

Secrets Tarina has mastered the following secrets: applicable knowledge, lore
of true stamina, secret of health, and secret of inner strength. They grant her
toughness and iron will as bonus feats, as well as a +2 bonus on all fortitude
and will saves.

Specialist Defense Tarina has a +4 bonus on all saving throws against spells
from the necromancy school.

Spell Power Tarina has a +5 bonus to her caster level when casting spells from
the necromancy school.
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Custom Items
Iljael, the Withered Staff
Carved out of long dead wood, blackened with flame, and bearing thousands of
tiny arcane runes carved into its length Iljaels age and nature as an arcane
artifact is all to clear to even a casual observer. One end is wrapped with dull
metal bands and capped on one end that does not appear to be any common
metal. Even touching the metal sends a shiver down ones spine, as if someone
was walking over their grave. The entire staff radiates an aura of wrongness
and malice.

Legend says that when Death reached out his hand to snuff out the life of the
first titans he was repulsed. The children of gods fought back against the primal
power, and in their battle cut off the four fingers of the left hand of death. Later
Death returned, bearing a weapon and reaped a terrible harvest. Eons passed
and memory of the battle faded from collective knowledge, until the original
battlefield was uncovered by a cabal of deathless lords seeking to harness the
most ancient dead. Discovering the severed fingers of Death itself they turned
from their purpose, instead devoting themselves to harnessing the power of this
primal power. From his remains four staves of power were created, which were
wielded by four death lords for eons until their destruction in a conflict with
among the most ancient of demon lords: Orcus. From there the whereabouts of
the staves are unknown. While this is only legend, having long since faded into
myth, there are some that believe Iljael is one of these four staves.

Myth aside, Iljael is Tarinas most potent individual possession; a focus for
necromantic magic, potent defensive tool, and an arcane conduit that
dramatically increases her magical capabilities. It is a tainted artifact of power
that many would die for, and many more would rather kill for. Murder is exactly
how it came into Tarinas hands. While its origins are unclear for the last three
millennia it was held by a powerful aranoloth known as Zkiael, From his hands it
passed into Tarinas after she orchestrated his betrayal, overthrow, and
destruction with the help of another aranoloth.

At its most base Iljael can be used as a +2 Thinaun quarterstaff/masterwork


quarterstaff. Because of the unique nature of thinaun any creature killed with
the enchanted end of the staff has its soul sucked into the staff. This is a two
edged sword however, as if slain while holding the staff the wielders soul is
sucked into it instead. If a creatures soul is trapped by the staff it cannot be
resurrected or otherwise revived by any means unless the caster attempting to
return them to life has the staff in hand, though if the caster has the staff in hand
then the spell used to return the trapped soul to life requires only half the normal
material components. Only a single soul can be trapped within the staff at any
time, and if it is used to kill another while a soul is already trapped within it then
the previously trapped soul is freed.

The staff significantly increases the power of any spell cast while holding it,
providing a +1 bonus to arcane caster level for all spells, and an additional +1
bonus for spells from the necromancy school (+2 total). Spells cast while using
it are far more difficult to unravel, gaining an additional +4 bonus to their
effective caster level to resist dispelling attempts. Undead created while using
the staff have an additional 2 hit points per hit die. When wielding the staff the
wielder automatically knows if any being within 30ft. is alive, dead, or neither
(such as a construct). The wielder of the staff can control twice as many undead
as they would normally be able to.

Beyond those blanket bonuses to all casting, the staff allows individual spells
cast while wielding it to be modified or empowered significantly. The wielder of
Iljael can apply the selective spell or chain spell metamagic feat to any spell of
up to 9th level three times per day (each), just as if it were a greater metamagic
rod. It functions as a rod of metamagic silent up to three times per day, and a
rod of metamagic lesser extend six times per day. Three times per day it can be
used to modify any spell doing cold damage, causing it to deal negative
energy damage instead. It allows arcane spell energy of the appropriate level to
be channeled into it to produce each of the following spells once per day:
animate dead, command undead, death watch, dispel magic, false life, globe of
invulnerability, halt undead, hold monster, ray of enfeeblement, wall of force
(5ft. sphere around the holder only). Finally, as a swift action the wielder of the
staff may extend a spell of 1st level or higher to deal double damage on all
attacks with the staff.

Defensively it provides a +2 luck bonus to armor class and on all saving throws.
Further, the staff generates protective a field around its wielder that deflects any
and all ranged touch attacks, including but not limited to rays. Finally, the staff
greats its wielder immunity to negative energy and negative levels.

The staff is intrinsically evil, and good characters that attempt to wield it suffer
two negative levels so long as they so do, which cannot be avoided or removed
by any means. It also rejects those who are not spellcasters, and none of its
powers including its passive defensive benefits work for those who cannot cast
spells.
Cost 438,600gp.

Staff of Greater Teleport


This potent staff allows the use of greater teleport for 3 charges. It holds 10
charges when fully charged.
Cost 12,133

Staff of Heal
This staff allows the use of heal for 3 charges. When fully charged it holds 10
charges.
Cost 8,800

Staff of Speak With Dead


This staff allows the use of Speak with Dead for 1 charge and holds 10 charges.
Cost 6,000
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Revised Circle Magic


Circle magic remains identical to its printed version with the following exception:
when used to increase caster level the cost of the increase is equal to the
summation one to the increase desired. For example, the cost of a 4 level
caster level increase is 1 + 2 + 3 + 4, or 10. The cost of a 5 caster level
increase is 1 + 2 + 3 + 4 + 5, or 15. This method cannot be used to increase
your caster level over 40.
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New Feats
Circle Initiate Tattoo
Prerequisite: Arcane Caster Level 1st.
Benefit: You gain magical tattoos associated with a single school of magic and
a single group of practitioners. These tattoos grant you a +1 bonus to spell DCs
and on caster level checks to penetrate spell resistance for a single school of
magic. They further allow you to participate in circle magic.

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Notes
1. Tarina makes use of my current projected epic rules to an extent, gaining a +1
bonus to armor class, +1 bonus on all saves, and a +1 bonus to attack rolls for every
epic level. She gains a +1 bonus to spell DCs every two levels.
2. Wizard Savant is functionally the same as the 3.5 red wizard class. At 1st level and
every other level (3rd, 5th, 7th) it gains a +1 bonus to caster level with one school of
magic. At 2nd level and every other level (4th, 6th, 8th) it gains a +1 bonus on saving
throws against that same school of magic. It grants circle magic at 5th level, and grand
circle leader at 10th. It requires a 3rd school of magic be prohibited. Once you enter the
class all additional spells from that school you have not already learned are treated as
prohibited.
...While many are drawn to the dark arts and into the service of foul patrons in pursuit
of fell desires of there own, on occasion the darkness reaches out to draw talented
beings into its embrace. Often these individuals are corrupted as children, immersed in
wickedness in such a way that taints them to their core. No being can be defiled to the
extent a child can. Given inclination and ability dark powers are able to mold even
children into servants blacker than night. These souls are all but unreachable, and too
many soldiers of the light have forgotten this to their doom. Evil for such poor souls is
not habit, it is existence. They neither know nor care for any substitute. They should be
fought with all the reservation and reserve with which demons, daemons, and devils
are battled. You must feel no guilt for the deaths, for they feel no guilt for their lives.
Forget that under other circumstances they might have become..."
-Except from the Purifiers Codex
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"...Trauma then is at the core of most who are drawn to the dark path from a young
age. Scarred in one way or another by experiences children turn towards things that
bring them either comfort or security, and here many foul forces influence them. Power
is the ultimate avenue to both comfort and security for many, the power to never again
be at the mercy of another. Especially in the case of those who were threatened or
harmed by powerful beings as children, a predisposition towards the pursuit of power
seems to manifest itself..."
-Schlomo's Examination of the Mind and Spirit, 4th edition
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Sharah the Black


Female Human
Blood Witch17 (Abyssal, Endurance)

NE Medium Humanoid
Init +1 (+1 Dex)
Senses Perception +14
Languages telepathy 60ft.; Abyssal, Celestial, Common, Draconic, Dwarven, Elven,
Infernal
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AC 22, touch 14, flat-footed 21, (+5 armor, +3 deflection, +1 Dex, +3 natural)
hp 164 (17d6 + 102)
Resist acid 10, cold 10, fire 10, +1 vs. divine spells; Spell Resistance 18
Immune electricity, poison
Fort +15, Ref +10, Will +15
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Speed 30ft.
Melee +8/+7 masterwork dagger (1d4 + 1) or
Melee +7/+2 claws (1d6 + 1 + 1d6 fire) and
Melee +13 hair (1d3 + 10) or
Melee +7/+2 touch (by spell) or
Ranged +9/+4 touch (by spell)
Base Atk +8; CMB +9; CMD 23
Attack Options added summonings (whenever Sharah summons a demon or fiendish
creature she summons one additional being)
Combat Gear Arcane bond ring (cast one spell known per day), Pendent of the Witch-
Queen (3/day convert spell slot into summon monster as standard action), stone of
sending (sending at command word)
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Hexes
Prehensile Hair 17 minutes/day, use hair as limb, uses intelligence mod, grow 10ft.
Speak in Dreams dream to up to 10 targets unlimited number of times per day

Witch Spells Prepared (Caster Level 17th, +19 vs. spell resistance - +20 with
conjuration)
9th (2/day)dominate monster (DC 29), quickened teleport
8th (3/day)greater planar binding (DC 32), mind blank, moment of prescience
7th (4/day)harm (DC 31), heal, plane shift, regenerate
6th (6/day)analyze dweomer, cone of cold (DC 26), greater dispel magic, greater
heroism, legend lore, true seeing
5th (6/day)baleful polymorph (DC 25), cloudkill (DC 29), contact other plane,
feeblemind (DC 25), spell resistance, suffocation (DC 25)
4th (6/day)death ward, dimensional anchor (+9), dimension door, discern lies (DC
24), divination (DC 24), enervation (+9), spell immunity
3rd (6/day)arcane sight, bestow curse (DC 23), dispel magic, fly, magic circle against
evil, speak with dead (DC 23)
2nd (7/day)cure moderate wounds x2, delay poison, inflict moderate wounds (DC
22), lesser restoration x2, see invisibility
1st (7/day)cause fear (DC 21), charm person (DC 21), command, comprehend
languages, cure light wounds, endure elements, ray of enfeeblement (DC 21)
0th (Unlimited)arcane mark, detect magic, light, read magic
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Abilities Str 13, Dex 12, Con 20, Int 30, Wis 13, Cha 17
SQ emphatic link, familiar (Llyirea), hex (prehensile hair), major hexes (speak in
dreams)
Feats Arcane Scholar*, Augment Summoning, Circle Initiate Tattoo (conjuration)*,
Craft Wondrous Item, Eldritch Heritage (arcane), Greater Eldritch Heritage (arcane),
Greater Familiar, Improved Eldritch Heritage (arcane), Improved Familiar, Quicken
Spell, Skill Focus (knowledge [the planes]), Spell Focus (conjuration)
*New feat described below
Traits History of Heresy, Resilient
Flaws Inattentive, Noncombatant
Skills Bluff +26, Heal +21*, Intimidate +26*, Knowledge (arcana) +30, Knowledge
(history) +30, Knowledge (nature) +30, Knowledge (planes) +36, Perception +14*,
Sense Motive +18, Spellcraft +30, Use Magic Device +26
*Keyed to Headband
Possessions belt of great constitution +6, circlet of insight and power, Pendent of the
Witch-Queen, ring of arcane heritage (abyssal), ring of protection and natural armor +3,
stone of sending, window of the cosmos, 4,000gp worth of diamond dust, masterwork
dagger
Familiar Spells Known 0th - arcane mark, bleed, dancing lights, daze, detect magic,
detect poison, guidance, light, mending, message, putrefy food and drink*, read magic,
resistance, spark*, stabilize, touch of fatigue; 1st - beguiling gift, charm person,
command, comprehend languages, cure light wounds, decompose corpse, detect
secret doors, endure elements, forced quiet, fumbletongue, identify, inflict light wounds,
interrogation, mage armor, mask dweomer, ray of enfeeblement, remove sickness,
restore corpse, summon monster I, unseen servant, youthful appearance; 2nd - alter
self, augury, bear's endurance, blood transcription, cure moderate wounds, death knell,
delay pain, detect thoughts, false life, fester, gentle repose, ghostly disguise,
glitterdust, hidden speech, inflict moderate wounds, lesser restoration, perceive cues,
see invisibility, share memory, spectral hand, status, symbol of mirroring, touch of
idiocy, web, zone of truth; 3rd - arcane sight, ash storm, bestow curse,
clairaudience/clairvoyance, countless eyes, deep slumber, dispel magic, fly, glyph of
warding, guiding star, heroism, lightning bolt, locate object, magic circle against evil,
protection from energy, remove blindness/dealfness, remove curse, remove disease,
seek thoughts, sepia snake sigil, share sense, speak with dead, suggestion, summon
monster II, tongues, unadulterated loathing, witness; 4th - arcane eye, charm monster,
confusion, cure serious wounds, death ward, detect scrying, dimension door,
dimensional anchor, discern lies, divination, enervation, familiar melding, greater false
life, inflict serious wounds, locate creature, minor creation, neutralize poison, poison,
scrying, solid fog, spell immunity, symbol of healing, symbol of revelation, symbol of
slowing threefold aspect; 5th - baleful polymorph, banish seeming, break enchantment,
cloudkill, contact other plane, cure critical wounds, dominate person, feeblemind, hold
monster inflict critical wounds, magic jar, major creation, major curse, overland flight,
possess object, reincarnate, rest eternal, secret chest, spell resistance, suffocation,
summon monster V, symbol of scrying, telepathic bond teleport; 6th - analyze
dweomer, animate objects, cloak of dreams, cone of cold, epidemic, find the path,
geas/quest, greater dispel magic, greater heroism, guards and wards, ice crystal
teleport, legend lore, mass suggestion, raise dead, stone to flesh, summon monster VI,
symbol of persuasion, true seeing unwilling shield; 7th - chain lightning, control
weather, greater age resistance, greater arcane sight, greater restoration, greater
scrying, greater teleport, harm, heal, ice body, instant summons, lunar veil, mass hold
person, plane shift, regenerate, summon monster VII, symbol of stunning, symbol of
weakness, temporary resurrection, vision, waves of ecstasy; 8th - antipathy, clone,
demand, destruction, discern location, greater planar binding, greater prying eyes,
horrid wilting, maze, mind blank, moment of prescience, power word stun, resurrection,
summon monster VIII, symbol of death, symbol of insanity, sympathy, trap the soul; 9th
- astral projection, dominate monster, elemental swarm, foresight, gate, greater create
demiplane, mass hold monster, mass suffocation, refuge, soul bind, storm of
vengeance, summon monster IX, teleportation circle, wail of the banshee
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Added Summoning (Ex) Whenever Sharah casts a summon monster spell and uses it
to summon a demon or creature with the fiendish template, she summons one
additional creature of the same kind.
Arcane Bond (Su) Sharahs ring of arcane heritage serves as her bonded item. It
allows her to cast any spell her familiar knows once per day spontaneously. Casting
spells without the ring requires Sharah succeed on a concentration check (DC 20 +
spell level).

Inherent Bonuses Sharahs charisma score has been increased by 1 point through
the use of a wish spell.

New Arcana (Ex) Sharah has added dimensional anchor, greater planar binding, and
magic circle against evil to her familiars known spells.

Profane Gift (Su) Sharahs familiar, the succubus Llyirea, has given Sharah her
profane gift boon granting her a +2 profane bonus to her intelligence score. This gift
can be removed with a successful dispel chaos or dispel evil, or by Llyirea as a free
action dealing 2d6 charisma drain to Sharah. In addition to its boon the gift allows
Llyirea to communicate with Sharah telepathically across any distance.

School Power (Ex) Conjuration spells cast by Sharah have their DCs increased by
+2.

Strength of the Abyss (Ex) Sharahs strength score benefits from a +6 inherent
bonus.
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Unique Possessions

Circlet of Insight and Power


This folded gold circlet set with pearls grants its wearer a +6 enchantment bonus to her
intelligence score and a +3 bonus on all charisma based checks.
Caster level 15th, Price 36,500gp

Pendent of the Witch-Queen


The exact appearance of this pendent varies depending on who bears it, as it shapes
itself to match its owner. What remains constant is that its shape is always at least
somewhat blasphemous to most. Legend says that one such pendent exists for each
witch patron, that they were gifts given by the patrons to the first witches. Whether this
is true or not its powers are undeniable.

In the hands of any but a witch the pendent grants none of its benefits, and inflicts
three negative levels. These levels cannot be removed by any means so long as the
pendent is worn, but disappear immediately when it is removed.

In the hands of a witch the pendent provides a +5 armor bonus to armor class, a +4
resistance bonus on saving throws, spell resistance 18, and a +2 bonus on all caster
level checks to overcome spell resistance. It further stores a backup of all spells the
witchs familiar knows, which can be taught to a new familiar should the witchs familiar
perish. The witch still requires a familiar to prepare spells. Finally, it allows its wearer to
sacrifice a spell as a standard action to cast a summon monster spell of the same level.
Caster level 17th, Price 85,000gp

Stone of Sending
This egg sized marble stone allows its owner to use sending as a standard action at
will.
Caster level 9th, Price 54,000gp

Window of the Cosmos


This silver backed mirror stands approximately 5 feet tall and 2 feet wide and is
Sharahs greatest creation: a tool that lets her see all the cosmos without ever leaving
the safety of the Black Tower.
First, it allows its owner to use it to view any location she is familiar with or able to
describe with sufficient detail. This form of viewing does not allow magical senses to
pass through it, though it does penetrate natural darkness in a 10ft. radius. The sensor
created by the mirror cannot move, though it can rotate. It can be detected just as any
normal divination based sensor can be. This ability can be used at will. Second, the
mirror can function as a portal to any location it is currently being used to observe. The
owner of the mirror, and any other, can step through the mirror into the location it is
viewing. This creates an invisible portal at that location that leads back to the mirrors
location. This portal remains open for 24 hours, or until the owner closes it with a
command word. This portal can be detected just like a magical sensor. Third, once per
week the mirror can answer a question about any creature shown on the mirrors
surface as with legend lore. Finally the owner of the mirror can read the thoughts of any
creature who is reflected in the mirror, so long as the owner is within 25ft. This ability
does not allow a save.
Caster level 17th, Price 175,000gp
_____________________________________________________________

New Feats

Arcane Scholar
Prerequisite: Scribe Scroll, Witch level 3rd
Benefit: You may teach your familiar new spells using spellbooks. The spells in
question must be on the witch spell list. In teaching your familiar the spell you must
destroy a copy of the spell, either directly from the spellbook or copied out of it onto
other papers. The costs for copying the spell are exactly the same as they would be for
a wizard copying a spell into his spellbook.

Circle Initiate Tattoo


Prerequisite: Arcane Caster Level 1st.
Benefit: You gain magical tattoos associated with a single school of magic and a
single group of practitioners. These tattoos grant you a +1 bonus to spell DCs and on
caster level checks to penetrate spell resistance for a single school of magic. They
further allow you to participate in circle magic.

Greater Familiar
Prerequisite: Improved Familiar
Benefit: You may choose a more powerful familiar depending on your character level.
_____________________________________________________________

Witch Archetype
Blood Witch

Not all witches are trained in their power by entities from beyond. Some cultivate
magical abilities under the direction of such patrons while mastering their own innate
gifts.

Bloodline At 1st level a witch with this archetype selects a sorcerer bloodline and
gains its 1st level bloodline ability. At 3rd, 9th, 15th, and 20th level the witch gains the
bloodline powers for that bloodline. The witch does not however gain the bloodline
arcana, bloodline feats, bloodline feats, or class skill. This replaces the Witchs 1st,
2nd, 4th, 8th, 10th, 14th, 16th, and 20th level hexes.
Llyirea
Female Succubus
Greater Familiar

CE Medium Outsider (Chaotic, Demon, Evil, Extraplanar)


Init +5 (+5 Dex)
Senses darkvision 60ft., detect good; Perception +30
Languages telepathy 100 ft., tongues; Abyssal, Celestial, Common, Draconic
_____________________________________________________________

AC 36, touch 15, flat-footed 31, (+5 armor, +5 Dex, +16 natural)
hp 82 (17d6) Damage Reduction 10/cold iron or good
Resist acid 10, cold 10; Spell Resistance 22
Immune electricity, fire, poison
Defenses Improved evasion, shield other (to Yugorl*)
Fort +14, Ref +13, Will +16
*War troll locked in the tower's dungeons
_____________________________________________________________

Speed 30ft., fly 50 ft. (average)


Melee 2 claws +13 (1d6+1)
Base Atk +8; CMB +13; CMD 24
Special Actions energy drain, profane gift
Combat Gear potion of invisibility, potion of cure serious wounds
_____________________________________________________________

Spell-like Abilities (Caster Level 12th)


Constantdetect good, tongues
At willcharm monster (DC 27), detect thoughts (DC 23), ethereal jaunt (self plus 50lb.
of objects only), greater teleport (self plus 50lbs. of objects only), suggestion (DC 26),
vampiric touch
1/daydominate person (DC 28), summon (level 3, 1 babau 50%)
_____________________________________________________________

Abilities Str 13, Dex 21, Con 20, Int 18, Wis 14, Cha 33
SQ change shape (alter self, small or medium humanoid), deliver touch spells,
empathic link
Feats Agile Maneuvers, Greater Spell Focus (enchantment), Spell Focus
(enchantment), Weapon Finesse
Skills Bluff +42, Diplomacy +25, Disguise +25, Escape Artist +11, Fly +14, Intimidate
+22, Knowledge (arcane) +24, Knowledge (history) +24, Knowledge (local) +15,
Knowledge (nature) +24, Knowledge (the planes) +24, Perception +30, Sense Motive
+22, Spellcraft +24, Stealth +16, Use Magic Device +34
Possessions binding of dexterity +4, bracelet of armor +5, chains of resistance +4,
collar of persuasive charisma +6, ring of friend shield

Energy Drain (Su) Llyirea drains energy from a mortal she lures into an act of passion,
such as a kiss. An unwilling victim must be grappled before she can use this ability.
Llyireas kiss bestows one negative level. The kiss also has the effect of a suggestion
spell, asking the victim to accept another act of passion from Llyirea. The victim must
succeed on a DC 26 Will save to negate the suggestion. The DC is 25 for the Fortitude
save to remove a negative level.

Profane Gift (Su) Once per day as a full-round action Llyirea may grant a profane gift
to a willing humanoid creature by touching it for 1 full round. The target gains a +2
profane bonus to an ability score of his choice. A single creature may have no more
than one profane gift from a succubus at a time. As long as the profane gift persists,
Llyirea can communicate telepathically with the target across any distance (and may
use her suggestion spell-like ability through it). A profane gift is removed by dispel evil
or dispel chaos. Llyirea can remove it as well as a free action (causing 2d6 Charisma
drain to the victim, no save).

_____________________________________________________________

New Items

Collar of Persuasive Charisma


This black dragon leather collar grants its wearer a +6 enchantment bonus to charisma
and a +3 bonus on all charisma based checks.
Camilla Starlight, The Raven
Female Elf
Illusionist23/Wizard Savant10

NE Medium Humanoid
Init +21 (+9 Dex, +4 Improved Initiative, +2 Reactionary, +4 Superior Initiative, +2
Warrior of Old)
Senses arcane sight, blindsense 200ft., darkvision 400ft., low light vision x4, see
invisibility, telepathic awareness 250ft.; Perception +49; penalty for distance
Aura greater presumptive field (400ft., 6 round delay, identify type of incoming
teleporters)
Languages tongues, 50 languages
_____________________________________________________________

AC 57, touch 39, flat-footed 48, (+12 armor, +13 epic, +6 deflection, +9 Dex, +2 luck,
+6 natural, -1 flaw)
hp 447 (33d6 + 330); Damage Reduction 20/bludgeoning
Resist acid 50, cold 50, electricity 50, fire 50, sonic 50, +4 vs. death effects, +2 vs.
enchantment, +4 vs. illusion, +2 vs. mind affecting, 30% ray deflection; Spell
Resistance 44
Immune divination, energy drain, negative energy, negative levels, sleep
Special Defenses negative levels suppressed
Fort +40, Ref +38, Will +44
_____________________________________________________________

Speed 30ft. fly 100ft. (perfect)


Melee +30/+25 touch (by spell)
Ranged +34/+29 touch (by spell)
Base Atk +23; CMB +30; CMD 57
Attack Options automatic metamagic capacity (the Raven may spontaneously apply 4
levels of metamagic per round to any spell she casts).
Special Actions blinding ray (18/day), heart of shadow (1/day, 30ft. field grants 20%
concealment, light and fire spells require DC 20+level caster level check), invisibility
field (swift action, 23 rounds/day, greater invisibility)
Combat Gear bracer of infinite spells (9/day, recall any spell of up to 9th level as a free
action), eternal amulet of the planes (perfect planeshift at will), rod of eldritch power
_____________________________________________________________

Illusionist Spells Prepared (Caster Level 40th 45th illusion, +46 vs. Spell
Resistance - +52 illusion; Prohibited Schools Conjuration, Evocation, & Necromancy)
16th (3+1/day)
15th (4+1/day)
14th (5+1/day)
13th (6+1/day)quickened mages disjunction (DC 40), quickened wish
12th (7+1/day)quickened true invisibility*
11th (7+1/day)quickened limited wish, persistent mass hold monster (DC 40),
threnodic weird (DC 43), wraiths** (DC 45) x4
10th (7+1/day)heightened weird (DC 43), quickened greater dispel magic, selective
shades** (DC 42)
9th (7+1/day)foresight, mages disjunction (DC 40), mass sending, prismatic sphere,
shades** (DC 42), time stop, wish
8th (12+2/day)greater planar binding x6, mind blank x2, moment of prescience x3,
true invisibility* x3
7th (8+1/day)greater scrying (DC 38), greater teleport x4, limited wish, project image
(DC 40) x2, vision
6th (8+1/day)godsense*, greater dispel magic x2, greater presumptive field*,
magnificent presence*, permanent image x2 (DC 39), shadow walk (DC 39)
5th (8+1/day)contact other plane, magnificent presence, persistent image (DC 38),
sending x3, telepathic bond, wall of force
4th (9+1/day)
3rd (9+1/day)magic circle against evil x2, magic circle against good x2
2nd (9+1/day)glitterdust (DC 33), invisibility x2 locate object, magic mouth,
misdirection, mirror image x2, obscure object, see invisibility
1st (9+1/day)disguise self, mage armor, protection from evil x3, shield x4, silent
image (DC 33)
0th (Unlimited)arcane mark, dancing lights, mage hand, mending
*See Black Books
**Maximized by Heart of Darkness
_____________________________________________________________

Abilities Str 24, Dex 28, Con 28, Int 41, Wis 24, Cha 26
SQ arcane bond, circle magic, extended illusions, great circle leader, heart of shadow,
hide in plain sight, perfect illusion, scribe tattoo
Feats Circle Initiate Tattoo (Illusion), Craft Wondrous Item, Disruptive Spell, Eschew
Materials, Great Fortitude, Greater Spell Focus (Illusion), Greater Spell Penetration,
Heighten Spell, Improved Initiative, Iron Will, Persistent Spell, Quicken Spell, Scribe
Scroll, Selective Spell, Spell Focus (Illusion), Spell Penetration, Threnodic Spell
Epic Feats Accelerated Casting, Automatic Metamagic Capacity x4, Epic Crafting,
Superior Initiative
Traits Reactionary, Warrior of Old
Flaws Noncombatant, Vulnerable
Skills Appraise +37, Bluff +53, Diplomacy +42, Disguise +37, Fly +26, Heal +25,
Intimidate +53, Knowledge (arcana) +63, Knowledge (dungeoneering) +47, Knowledge
(engineering) +47, Knowledge (geography) +47, Knowledge (history) +63, Knowledge
(local) +47, Knowledge (nature) +47, Knowledge (nobility) +46, Knowledge (the planes)
+63, Knowledge (religion) +63, Linguistics +53, Perception +49, Sense Motive +42,
Spellcraft +53, Stealth +31, Survival +25, Use Magic Device +43
Possessions Ayliyre Crown, Black Robes, bracer of infinite spells, bracer of silent
illusions, earring of protection +5 (invisible), earring of resistance +5 (invisible),
Krakens Shell, ring of strength, ring of wizardry VIII, sash of grace, Spell Well, soul
ring, Stone of Jordan. The Raven possesses tremendous wealth and can likely acquire
any non-epic magic item she needs within 24 hours either from her own stores or from
another source.

Active Spells (Sp) She is permanently veiled to appear as a middle aged human male.
She may change this illusion as a free action. She is under the effect of god sense,
greater presumptive field, heroism and mind blank.

Blinding Ray (Sp) As a standard action the Raven can fire a ray at any foe within 30ft.
as a ranged touch attack. Creatures with fewer than 23 hit dice are blinded for one
round (no save). Creatures with more than 23 hit dice are dazzled. She may use this
ability 18/day.

Circle Magic Tarina may participate in magic circles led by other wizard savants, either
as a contributor or as a leader, leading a circle of up to ten. It takes the Raven only 10
minutes to lead a circle. She typically has 70 levels worth of spells per day to improve
her caster level and empower spells. She uses 15 of these levels to increase her caster
level to 40th.

Extended Illusions (Su) Any illusion the Raven casts with a duration of concentration
lasts 11 rounds after she ceases concentrating. She may designate any one such spell
to remain permanent.

Hide in Plain Sight (Su) So long as she is within 5 feet of some sort of shadow the
Raven can use the stealth skill even if under observation.

Inherent Bonuses The Raven has increased all of her ability scores by 5 points
through the use of wish spells and similar effects.

Invisibility Field (Sp) As a swift action the Raven can become invisible, as with
greater invisibility. She may do this as many times per day as she likes, but can only
remain invisible for 23 rounds per day. These rounds do not have to be consecutive.

Perfect Illusion (Su) The Raven may designate a single illusion spell she has cast at
any one time as perfect. The Ravens perfect illusion is not defeated by true seeing. It
simply fails against it, revealing the illusion as truth. Other abilities that defeat illusions
must succeed in a caster level or level check (depending on the nature of the ability) to
pierce the illusion, and the Raven receives a +10 bonus on this check (DC 66).

Permanency (Sp) The Raven has made arcane sight, see invisibility, and tongues
permanent on herself at caster level 40th.

Heart of Shadow (Ex) After passing through the Fael du Mour the Raven gained an
innate connection to the shadow plane that she carries with her even outside of the
plane of shadow. The most obvious benefit of this ability is that unless in an area of
impeded dimensional movement or personally dimensionally impeded she treats all
shadow spells as maximized, without increasing the spell level. All of her shadow
evocation, shadow conjuration, and similar spells are 10% more real. She receives a
+5 bonus on stealth checks and the hide in plain sight ability. Finally, once per day as a
standard action she may cause the shadow to bleed out around her as a free action,
granting her 20% concealment and causing any spell cast within 30ft. or passing within
30ft. of her with the light or fire descriptors to require a caster level check (DC 20 +
spell level). On a failure such spells end or simply fail to manifest entirely. This field
lasts for 33 rounds. These benefits do not stack with the enhanced magic traits of the
shadow plane.

Scribe Tattoo The Raven has the ability to place magical tattoos upon willing and
qualified novices, giving them the Circle Initiate Tattoo feat and inducting them into her
circle. This does not give her the ability to give them a bonus feat, but rather gives
them access to the feat as an option.

Specialist Defense The Raven has a +4 bonus on all saving throws against spells
from the illusion school.

Spell Power The Raven has a +5 bonus to her caster level when casting spells from
the illusion school.

_____________________________________________________________

Custom Magic Items

Ayliyre Crown
This light mithral circlet seems to move out of the corner of views eyes, but remains
stationary when viewed directly. It contains the accumulated knowledge of an illithid
elder brain, ripped from the creature in a decades long rite by a vengeful Alhoon. It
grants a +8 enchantment bonus to its wearers intelligence score, a +6 enhancement
bonus to wisdom and charisma, and a +10 bonus on all knowledge checks.

In addition to these passive benefits the wearer can, at their option, choose to activate
the active effects of the crown. Doing so immediately subjects the crowns wearer to a
dominate person effect (DC 29). On a failure the owner becomes a slave to the crown.
On a success the owner gains access to the elder brains telepathic awareness,
granting them knowledge of all thinking creatures within 250ft. not protected by mind
blank or a similar effect.
Caster Level 31st; Weight 1lb

Black Robes
The Ravens Black Robes grant spell resistance 44, universal elemental resistance 50,
a +12 armor bonus to AC, and a +6 resistance bonus on all saving throws.
Caster Level 40th, Weight 4lbs.

Bracer of Silent Illusion


All illusion spells cast by the wearer are treated as silent, as if affected by the
metamagic feat.
Caster Level 29th, Weight 2lbs.

Krakens Shell
This breastplate just breastplate without the accompanying armor pieces is made
out of choice segments of Nightcrawler chitin said to have been taken from what
remained of the Deathlord Druager after he was set upon by his servants. Most have
assumed given the manner of his death and the harvesting of his corpse by the Raven
that the Raven was responsible.
The breastplate is so thin and well shaped to the Raven that few realize she wears it
under her more conventional robes. It serves as a final layer of protection between her
and physical threats, deflecting 30% of incoming rays, providing damage reduction
20/bludgeoning, a +8 enhancement bonus to her constitution score, and a +10 armor
bonus to AC (though this benefit is subsumed by the power of the Ravens Robes).

Under normal circumstances it has no maximum dexterity bonus, no check penalty,


and no arcane spell failure chance. In areas of antimagic, or if the magical power of
the armor is negated by some other means, it has a maximum dexterity bonus of +6, a
-1 armor check penalty, and a 10% chance of arcane spell failure. Even bereft of its
magic the Shell retains its 30% ray deflection property and provides damage reduction
10/bludgeoning and a +5 armor bonus.
Caster Level 40th; Weight 12lbs.

Ring of Strength
This ring grants its wearer a +6 enhancement bonus to their strength score and takes
up no item slot.
Caster Level 18th; Weight --

Rod of Eldritch Power


Carved out of dragonbone, engraved with potent eldritch runes, and set with an
enormous black diamond the Ravens Rod of Eldritch Power grants its owner a +2 luck
bonus to armor class and on all saving throws. Calling spells (including planar
bindings) do not require a magic circle or dimensional anchor to compel called beings
to negotiate, though if they reject the offered deal they may depart or attack the owner
as normal if such safeguards are not in place.

It allows its wearer to quicken 3 spells of up to 9th level per day, extend up to 6 spells
of up to 9th level per day, silence up to 9 spells of up to 9th level per day, and causes
any spell its wielder casts to be treated as 4 caster levels higher for the purpose of
resisting attempts to dispel them. It functions as a focus for any spell with a focus
costing less than 2,000gp.
Caster Level 36th; Weight 3lbs.

Sash of Grace
This black spidersilk scarf grants its wearer a 100ft. fly speed with perfect
maneuverability and a +6 enhancement bonus to her dexterity score.
Caster Level 18th; Weight 1lb.

Spell Well (22 Spell Levels)


Spell Wells are potent artifacts that provide their owners with a limited reserve of
magical energy that can be used to power their spellcasting. Spell Wells can be used
to cast spells even in areas of antimagic. Most come in the form of charms, rings, or
necklaces, though some weapons and armor have been known to exist. They must be
worn or carried in the appropriate item slot to function. It requires a swift action to tap
into a Spell Well, in addition to whatever action is needed to cast the spell. Spell Wells
can be recharged by expending a spell to power them as a standard action. Doing so
grants the Spell Well one spell level per four levels of the spell expended (a 4th level
spell recharges 1 spell level to a Spell Well).

The Ravens Spell Well is an amulet carved out of silver dragon bone and can hold up
to 22 spell levels. The exact history of the Ravens Spell Well is unknown.
Caster Level 30th; Weight lb.

Soul Ring
This ring provides its wearer with a permanent death ward effect and immunity to ability
damage.
Caster Level 22nd; Weight --

Stone of Jordan
The Stones of Jordan were originally six extremely potent gemstones that grant
tremendous increases to the magical power of those who wielded them. Their origins
were said to lie with the Arch-wizard Jordan of Torn who eons ago crafted one for each
of his apprentices who in some versions of the legend were also his sons. According to
legend as long as Jordan lived they were sufficient to propel his students to positions of
eminent power, but following his passing they became objects of desire that led to the
death of all six. Their history from that point forward was written in blood and fire, with a
great many of those who were purported to hold them dying at the hands of rivals or
powerful planar beings.

Six millennia ago the master artificer Sshalia Elam came into possession of one of the
stones and was able to duplicate their creation method with the assistance of a cadre
of assistants (master wizards in their own right). It is thought that in his lifetime Sshalia
created an additional a little more than two dozen stones based on the original, putting
something on the order of thirty of them into existence.

They grant their wearers a +2 bonus to caster level and one extra spell per day per
spell level. Most often they are worked into rings or amulets. It is not believed the
effects of such stones stack, though this has not prevented many from seeking more
than one.
Caster Level 32nd; Weight --
_____________________________________________________________

New Feats

Accelerated Casting (Epic)


Prerequisite: Caster Level 15th, Spellcraft 20 ranks
Benefit: Whenever you cast a spell with a casting time longer than 1 full round the
casting time is reduced by one step. 1 minute becomes one full round, 10 minutes
becomes 1 minute, 1 hour becomes 10 minutes, and so forth. This does not apply to
epic spells that use casting time increases as mitigation factors.

Epic Crafting (Epic)


Prerequisite: Magic Item Creation Feat (any), Spellcraft 20 ranks
Benefit: You may craft magic items that transcend the normal limits. Any item creation
feat you possess can be used to create epic items.
The Black Books

The following spells are not necessarily unique in their shape and function to
the inhabitants of the Black Tower, but they have each been developed by the
inhabitants of the Black Tower.

Aerial Nature
School transmutation
Level sorcerer/wizard 7
Components V, S, M
Casting Time 1 standard action
Range personal
Target you
Duration 24 hours

You change yourself to be physically similar to an air elemental. Doing so


grants you immunity to critical hits, flanking, poison, sleep, paralysis, and
stunning. You gain the air subtype and a fly speed with perfect maneuverability
equal to your base speed. Finally, you gain air mastery (-1 to attacks and
damage against you by airborne foes).

Field of Hate
School Illusion (Phantasm) [Mind-Affecting[
Level Sorcerer/Wizard5
Components V, S, M (a drop of blood)
Casting Time 1 standard action
Range Medium (100ft. + 10ft./level)
Area 30ft. radius spread
Duration 1 round/level (D); see text
Saving Throw Will negates
Spell Resistance Yes

You cloak every creature in the area of the field in the illusion tailored to evoke
violence from every other. Demons might see others in the area as devils, and
so forth. All subjects receive a will save. On a successful save they see through
the illusion and are unaffected. On a failed save they must attack the nearest
creature to the best of their ability. After dealing damage for the first time the
illusion fades, ending the spell for a given target.

Godsense
School divination
Level sorcerer/wizard 6
Components V, S
Casting Time 1 standard action
Range personal
Target you
Duration 1 hour/caster level

Casting this spell causes your senses to expand in potency to a tremendous


extent. You low light vision x4, allowing you to see four times as well as a
human in areas of low light, gain darkvision with a range of 10ft. per caster
level, and blindsense with a range of 5ft. per caster level. You take only half the
penalty on perception checks for distance that you normally would. Finally you
gain a +5 competence bonus on all perception checks.

Greater Presumptive Field


School abjuration
Level sorcerer/wizard 6
Components V, S, F
Casting Time 1 minute
Range personal
Area 10ft./level radius emanation
Duration 1 hour/caster level
Saving Throw no
Spell Resistance no

Greater presumptive field creates an invisible field around you that subtly
deflects teleportation based magics in the vicinity while alerting you to their
presence. Any creature that attempts to use a spell with the teleportation
subschool to enter the area of the spell is delayed for 1 round/6 caster levels
you possess. Further, you are made aware of the number of creatures
teleporting, their types, their size, and exactly where each creature will appear.
Focus: a loop of platinum set with pieces of god corpse from the astral plane
(typically worth at least 1,000gp on the material plane) that must be worn or
carried by the caster for the spells duration.

Greater Spell Chain


School Transmutation
Level sorcerer/wizard9
Components V, S, M (diamond worth at least 300gp)
Casting Time 1 round
Range personal
Effect matrix that holds up to 3 spells
Duration 10 minutes/level

You create a complex matrix that stores up to three spells of third level. As part
of casting this spell (including in its duration) you expend three spells of up to
3rd level. At any point thereafter during the spells duration you can 'cast' all
three spells as a swift action. They all take effect immediately, not in any
sequence, and function exactly as if you had cast them. They may have the
same target, or maybe individually targeted.

If you are killed before discharging greater spell chain it dissipates harmlessly. If
you enter an anti-magic area it does not function within it, but it comes back into
effect normally once you exit the area of anti-magic.
Magnificent Presence
School Illusion
Level Sorcerer/Wizard 5
Components V, S
Casting Time 1 standard action
Range Personal
Target You
Duration 10 minutes/level

This spell creates the illusion of power and influence around you, causing other
creatures to perceive you more favorably. It grants a +10 enchantment bonus
on all bluff, diplomacy, and intimidate checks for the duration of the spell.

Mass Sending
School Evocation
Level Sorcerer/Wizard 9
Casting Time 1 minute
Components V, S, M/DF (fine copper wire)
Range See text
Target Up to one creature per 3 caster levels
Duration Up to 1 round per 3 caster levels; see text
Saving Throw None
Spell Resistance no

This spell functions like sending, save as noted above. It can send the same
message to each target, or up to three different messages (to any number of
targets) per round. If the spell does not reach its intended target for any reason
the caster is made aware of this. You do not need to speak the message in
order to send it it can be formed in the casters mind.

Perfect Planeshift
School conjuration (teleportation)
Level cleric 7, sorcerer/wizard 8

This spell functions exactly like planeshift except as noted above, and save that
it allows you to arrive at any specific point you have previously visited or
observed with perfect accuracy, unlike planeshift's 5-500 miles off.

Shadow Pit
School Illusion (Shadow)
Level Sorcerer/Wizard 8
Components V, S
Casting Time 1 standard action
Range Close (25ft + 5ft./2 levels)
Area 30ft. radius spread
Duration 1 round/level (D)
Saving Throw Will negates
Spell Resistance Yes

All creatures within the area of this spell are transported into the deep reaches
of the shadow plane on a failed will save. Any creature that enters the area of
spell for its duration must save against transportation. Creatures are not
returned from the shadow plane when the spell ends and must find their own
way back.

True Invisibility
School illusion (glamour)
Level sorcerer/wizard 8
Components V, S
Casting Time 1 standard action
Range personal or touch
Target you or creature touched or objected touched weighing up to 100lb/level.
Duration 1 minute/level (D)
Saving Throw Will negates (harmless)
Spell Resistance No

This spell renders you invisible, as with invisibility, save that it also prevents
others from detecting you by smell and sound as well. Blindsense, blindsight,
scent, and tremorsense cannot reveal you. Similarly, the spell is not defeated by
see invisibility, glitterdust, faeriefire, or dust of appearance. Invisibility purge
must succeed in a caster level check to reveal you. True seeing functions
normally. As with greater invisibility, you are not revealed when attacking using
true invisibility. Some mundane methods can still reveal you, such as leaving
footprints behind.

Wraiths
School Illusion (Shadow)
Level Sorcerer/Wizard 10
This spell functions like shadow evocation, except that it enables you to create
partially real, illusory versions of sorcerer or wizard evocation spells of 9th level
or lower. If recognized as a greater shadow evocation, a damaging spell deals
only 9/10ths (90%) damage.
...Some adhere to a view that what has come before binds those who exist
today. In the elven tongue, 'Sisiced Erasts'. Under this view those who are the
product of evil are bound by evil - to fight it or to become it. The same of course
true in reverse, good beings or acts produce either the fanatical good or the
corrupted evil. This view is particularly prominent when speaking to beings with
blood of outer and inner beings running in their veins. There are many who think
the product of an angel must be good, and the spawn of a fiend must be foul. Of
course, this is a flawed ideology. A man should be no more measured by his
blood than he should by his place of birth. To say that because this man was
born to a..."
-Thomas Thurgood, On Measures of Men
_____________________________________________________________

"You can no more change your nature than you can change your stars. A fiend
is a fiend. Embrace your nature and find peace."
-Polairus of Miyra, shortly before his death
_____________________________________________________________

Esperion (CR 20)


Male Human
Wildblooded Sage Cross-Blooded Sorcerer14/Dragon Disciple8 (Arcane,
Silver Dragon)

NE (N) Medium Humanoid (Cold, Human)


Init +12 (+6 Dex, +4 Improved Initiative, +2 Reactive); Senses arcane sight
120ft., blindsense 30ft., darkvision 60ft., see invisibility, Perception +31
Aura bring the chill (440ft, drops temperature 100 degrees) and greater
presumptive field (220ft., 3 round delay, identify type of incoming teleporters)
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic,
Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc,
Sylvan, Terran, Undercommon and 18 additional languages
_____________________________________________________________

AC 45, touch 25, flat-footed 39 (+8 armor, +5 deflection, +6 Dex, +2 epic, +12
natural, +1 insight, +2 luck, -1 flaw)
hp 306 (14d6 + 8d12 + 201); DR 3/cold iron
Immune cold, divinations
Resist fire 30, +3 vs. mind affecting
Weakness fire vulnerability
Special Defenses counterspells (as ring, enervation, feeblemind, greater dispel
magic, suffocation), reroll any save once per day
Fort +30, Ref +24, Will +27
_____________________________________________________________
Speed 30ft.
Melee +15/+15 claws (1d6 + 1 + 1d6 cold) and
Melee +15 bite (1d6 + 1 + 1d6 cold)
Melee +15 touch (by spell)
Ranged +15 touch (by spell)
Base Atk +14; CMB+15; CMD 38
Atk Options draconic bloodline arcane (+1 damage per die on cold spells),
frost mage (areas under freezing, +1 caster level with cold spells, under 0
degrees +2 caster level), frost mage adept (+1 damage per die for cold spells if
under freezing or +1 DC)
Special Actions breath weapon 2/day (30ft. cone, 22d6 cold, DC 34 Refl half),
claws (16 rounds/day)
Combat Gear pearl of power 3rd (x2), robes of the ascended (3/day recall spell
of up to 9th level as swift action, at will expend spell as swift action to heal 5x
spell level), rod of metamagic lesser extend, staff of reality bending*
*See below
_____________________________________________________________

Sorcerer Spells Known (Caster level 22nd, +26 vs. spell resistance - +27
transmutation, concentration +35)
10th (2/day)glacial fist* (DC 33)
9th (8/day)mages disjunction (DC 32), shapechange, time stop, winters
heart* (DC 37), wish (DC 32)
8th (8/day)dimension lock, mind blank, perfect planeshift* (DC 31), polymorph
any object (DC 36), power word stun
7th (8/day)banishment (DC 30), finger of death (DC 30), greater teleport
6th (8-2/day)chained frost spear* (DC 29), day ward*, disintegrate (+22, DC
34), flesh to ice* (DC 36), greater dispel magic, greater presumptive field*,
magic circle against cold*, true seeing
5th (9/day)feeblemind (DC 28), sending, spell resistance, suffocation (DC 28),
wall of force, whiteout*
4th (9-1/day)bring the chill*, dimension door, enervation (+22), fear (DC 27),
greater invisibility, pillar of ice* (DC 32)
3rd (9-1/day)fly, heroism, slow (DC 30), wind wall
2nd (15/day)alter self, bulls strength, darkness, freezing ray* (+22), mirror
image, resist energy
1st (16/day)endure elements, identify, mage armor, magic missile, protection
from evil, shield, snow shape*
0th (Unlimited)arcane mark, dancing lights, detect magic, detect poison,
ghost sound, mage hand, mending, prestidigitation, read magic
*See Below
Spell-like Abilities (caster level 22nd)
1/day form of the dragon I (silver dragon only)

Staff of Reality Bending (caster level 22nd, 10 charges)


-holy word (DC 30) (2 charges)
-limited wish (3 charges)
-planar adaptation (1 charge)
-temporary resurrection (3 charges)

Genesis Charm (10 charges)

-greater create demiplane (3 charges)


-fabricate (2 charges)
-major creation (2 charges)

Revelations Charm (10 charges)

-contact other plane (2 charges)


-contingency (2 charges)
-discern location (2 charges)
-moment of prescience (2 charges)

Touch of Life Charm (10 charges)

-lesser restoration (1 charge)


-restoration (2 charges)
-heal (DC 29) (2 charges)

Vision Charm (10 charges)

-greater arcane sight (2 charges)


-greater scrying (DC 30) (2 charges)
-vision (2 charges)
_____________________________________________________________

Abilities Str 13, Dex 22 (16), Con 28 (22), Int 36 (30), Wis 18 (12), Cha 26 (20)
SQ arcane apotheosis, contingency, new arcane (dimension lock, enervation,
greater dispel magic), permanent spells, sage, school power (transmutation)
Feats Circle Initiate Tattoo (transmutation), Craft Staff, Eldritch Bloodline
(infernal), Frost Mage*, Frost Mage Adept*, Great Fortitude, Greater Spell
Focus (transmutation), Heighten Spell, Improved Eldritch Bloodline (tough as
hell), Improved Initiative, Iron Will*, Maximize Spell, Persistent Spell, Quicken
Spell, Skill Focus (Diplomacy), Spell Focus (transmutation), Spell Penetration,
Spell Perfection (flesh to ice)
*See below
Epic Feats Improved Spell Capacity
Traits Magical Knack (Sorcerer), Reactive
Flaws Noncombatant, Vulnerable
Skills Bluff +35, Craft (ice) +40, Diplomacy +38, Intimidate +35, Knowledge
(arcane) +43, Knowledge (history) +37*, Knowledge (local) +37*, Knowledge
(nature) +37*, Knowledge (religion) +37, Knowledge (the planes) +41,
Linguistics +37, Perception +31, Sense Motive +28, Spellcraft +43, Use Magic
Device +35
*Headband
Possessions combat gear plus, amulet of natural armor +5, belt of physical
prowess +6 (con and dex), dusty rose prism iuon stone, frozen crown (invisible),
glove of storing, ring of protection +5, ring of wizardry I & II, robes of the
ascended*, 1,000gp diamond (x4), contingency focus, ointment for true seeing
x6, 45,000gp
*As vest of the archmagi

Active Spells (Sp) Esperion keeps dayward (fire), bring the chill, greater
presumptive field, and heroism, active on himself at all times. Their benefits are
averaged into the above stats.

Arcane Apotheosis (Ex) Esperion can add metamagic feats without increasing
the casting time of his spells. Whenever he uses magic items with charges he
may expend 3 spell levels per charge to avoid using up charges.

Bloodlines Esperion possesses the arcane and draconic (silver) bloodlines.

Contingency (Sp) Experion maintains an active contingency that takes effect if


he is reduced to under 100 hit points. It automatically heals him.

Dragon Resistances (Ex) Esperion has a +7 bonus to his natural armor and
cold resistance 10 (superseded by his cold immunity).

Favorite Class (Ex) Esperions favorite class is sorcerer. He has taken 3 hit
points and 11 additional spells known as his favorite class bonus.

New Arcana (Ex) Esperion has added dimension lock, enervation, and greater
dispel magic to his spells known.

Permanent Spells (Sp) Esperion has made arcane sight and see invisibility
permanent upon himself through the use of permanency at caster level 22nd.
They can only be dispelled by a caster over 22nd level. He has had the cold
subtype added to him through the use of the aspect of frost spell. This is a
permanent change that cannot be dispelled.
Sage (Ex) Esperion uses his intelligence modifier to calculate all bonuses
relating to his sorcerer bloodlines and sorcerer spells, including spells per day
and spell DCs. He gains an additional +2 bonus on all knowledge (arcane) and
spellcraft checks.

School Power (Ex) Esperion's transmutation spells have an additional +2


bonus to their save DCs.

Tough as Hell (Ex) Esperion has a +6 inherent bonus to his constitution score.

Wish Esperion has increased his Intelligence and Charisma by 5 points each
with wish spells. He has also increased his Dexterity by 4 points.

_____________________________________________________________
Custom Magic Items

Frozen Crown
This circlet, crafted out of magically strengthened permafrost wrapped in jade
grants its wearer a +6 enhancement bonus to intelligence, wisdom, and
charisma. It deals 1 point of cold damage per round to those wearing it. It can
function as a focus for shapechange. Esperion has rendered the crown
permanently invisible.
Price 145,500gp; Caster level 16th

Staff of Reality Bending


This potent staff, forged out of black mithral, appears at first glance to be little
more than an odd enchanted short spear. At its point are a pair of slightly
curved and oppositely facing blades, one longer than the other, that resemble
nothing so much as a crabs open claw. Directly below the two blades are
mounted a pair of crosspieces that form a cross, and from each of these cross
pieces tangles a small item, affixed by adamantine chains.

Each item was a bonded item to a powerful mage, save one which was the holy
symbol of a powerful priest. While the staff itself provides very potent powers,
as detailed below, each of the affixed items functions as a staff of its own.
Collectively these staves form a what is commonly regarded as a single item
that rivals any artifact in power.

-limited wish (3 charges)


-temp resurrection (3 charges)
-holy word (2 charges)
-planar Adaptation (1 charge)

In addition to the spells it holds, the staff provides its wielder a +2 luck bonus to
armor class and all saving throws, damage reduction 3/cold iron, and the ability
to reroll one saving throw per day before the result of the roll is known. The
wielder must use the second roll on the reroll, even if it is worse than the first.
Finally, the staff can serve as a ring of counterspells for up to 4 different spells
of up to 6th level at a time.
Price: 149,466; Caster Level: 13th; Cost to Create: 74,883

Genesis Charm
-greater create demiplane (3 charges)
-fabricate (2 charges)
-major creation (2 charges)
Price: 41,650; Caster Level: 17th; Cost to Create: 20,825

Revelations Charm
-contact other plane (2 charges)
-contingency (2 charges)
-discern location (2 charges)
-moment of prescience (2 charges)
Price: 70,000; Caster Level: 15th; Cost to Create: 35,000

Touch of Life Charm


-lesser restoration (1 charge)
-restoration (2 charges)
-heal (2 charges)
Price: 28,900; Caster Level: 11th; Cost to Create: 14,450

Vision Charm
-greater arcane sight (2 charges)
-greater scrying (2 charges)
-vision (2 charges)
Price: 47,325; Caster Level: 15th; Cost to Create: 23,662.5
_____________________________________________________________
New Feats

Frost Mage
Prerequisites Arcane caster level 5th, Con 13+
Benefit Whenever you cast spells with the cold descriptor in an area that is
below freezing (32 degrees) you do so at +1 caster level. If it is below 0 degrees
you do so at +2 caster level. You gain the benefit of a constant endure elements
effect, but only for cold.

Frost Mage Adept


Prerequisites Arcane caster level 10th, Frost Mage
Benefit Spells with the cold descriptor you cast do +1 point of damage per die if
the temperature is below freezing. If the spell does not deal damage its DC is
increased by 1. You gain cold resistance 5.
_____________________________________________________________
New Spells

Aspect of Frost
School Transmutation [cold]
Level Sorcerer/Wizard 7
Components V, S, M (10,000gp diamond)
Casting Time 1 hour
Range Touch
Target Creature touched
Duration Instantaneous
Saving Throw Will negates (harmless)
Spell Resistance Yes

Aspect of frost permanently infuses the target with the cold subtype, granting it
immunity to cold but vulnerability to fire (+50% more damage). This can be
removed with wish or miracle with the targets consent.

Bring the Chill


School Transmutation [cold]
Level Sorcerer/Wizard 4
Components V, S
Casting Time 1 round
Range 20ft./level
Area 20 ft./level emanation centered on caster
Duration 1 hour/level (D)
Saving Throw No
Spell Resistance No

You drop the temperature of the area surrounding you by up to 10 degrees per
caster level (max -100). This effect takes place immediately and moves with
you. This does not stack with other spells that drop the temperature of a given
area, though it will supersede them if it reduces the temperature below where
they normally would.

Day Ward
School Abjuration
Level Sorcerer/Wizard 6
Casting Time 1 standard action
Components V, S
Range Touch
Target Creature touched
Duration 1 hour/level
Saving Throw Fortitude negates (harmless)
Spell Resistance Yes (harmless)

This abjuration grants a creature a measure of protection against damage from


either acid, cold, electricity, fire, or sonic. It grants the target resistance 30
against any one element.

Flesh to Ice
School Transmutation
Level Sorcerer/Wizard 6

This spell functions exactly like flesh to stone, save that the target is turned to
ice. In hot temperatures if untreated the target may melt. Stone to flesh has a
50% chance of restoring victims of this spell.

Glacial Fist
School Conjuration (creation) [cold]
Level Sorcerer/Wizard 10
Components V, S
Casting Time 1 standard action
Range Long (400ft. + 40ft./level)
Area 60ft. radius
Duration Instantaneous
Saving Throw None or Reflex half; see text
Spell Resistance Yes

Calling together moisture from miles around and freezing it glacial fist creates a
massive block of ice that comes crashing down on opponents, crushing them
and burying them in the rubble it leaves behind while sending horse sized
pieces of shrapnel out from the impact zone. How the spell affects nearby
creatures depends on how close they are to the impact zone.
Creatures within 20ft. of the center point take 20d6 points of crushing damage
(no save) and are buried in the ice. Buried creatures can break free with a
strength check or escape artist check (DC = spell DC +5) as a full round action.
Creatures over huge in size are not buried, but still take full damage and are
entangled.
Creatures between 20ft. and 40ft. away from the center take 20d6 points of
crushing damage, but can make a reflex save for half damage. If they fail they
are buried in the snow, while on a success they are only entangled in it.
Creatures over huge in size are entangled instead of buried on a failure, and
are not entangled on a success. Entangled creatures can break free with a
strength or escape artist check (DC = spell DC) as a move action.
Creatures between 40ft. and 60ft. away from the center are struck by flowing
debris, taking 10d6 points of damage, with a reflex save for half.
The entire area of the spell is considered difficult terrain until the ice melts.

Magic Circle Against Cold


School Abjuration
Level Sorcerer/Wizard 6
Components V, S
Casting Time 1 standard action
Range 10ft.
Area 10ft.-radius emanation centered on caster
Duration 10 minutes/level (D)
Saving Throw None
Spell Resistance Yes
You create a sphere of energy around yourself that protects those within from
the effects of cold. Creatures within the area of the spell are immune to cold,
including cold based attacks and the effects of cold weather. Snow within the
area does not provide difficult terrain, allowing you and those moving with you
to progress at your normal speed. In addition, creatures with the cold subtype
not within the spells area when cast cannot enter the sphere (though creatures
with spell resistance require a caster level check to exclude). The sphere moves
with you as you move, and cannot be used offensively against creatures with
the cold subtype though they cannot simply impede your movement as well.

Pillar of Ice
School Conjuration (creation) [cold]
Level Sorcerer/Wizard 4
Components V, S, M (a ice chip or piece of crystal)
Casting Time 1 standard action
Range Close (25ft. +5ft./2 levels)
Effect One column of ice 10ft. in radius and 10ft./2 levels in height
Duration permanent
Saving Throw Reflex negates
Spell Resistance No

This spell creates a massive pillar of ice that rises up out of the ground. This lifts
any creature or object on the ground into the air with it (a successful reflex save
allows them to move to the closest unaffected square). Creatures atop the pillar
must succeed in a DC 15 acrobatics check each round or fall prone. Moving at
more than half speed increases the DC to 20. Any creature that fails this check
must succeed in a DC 15 reflex save or slide off the edge of the pillar (taking
appropriate falling damage). If the pillar hits an obstacle before reaching its full
height creatures atop it take 4d6 damage from the impact.

The pillar melts normally in areas over freezing and can be attacked. A given
5ft. square has 15 hit points per caster level, hardness 10, a break DC of 30,
and requires a DC 20 climb check to scale. If a section of the pillar is destroyed
those atop it take falling damage as normal as it falls to the ground (landing
within 1d4 x 10ft. of the pillars base). This may create difficult terrain.

Whiteout
School Transmutation [cold]
Level Sorcerer/Wizard 5
Components V, S
Casting Time 1 round
Range Long (400ft. + 40ft./level
Area 100ft.-radius/level spread.
Duration 1 round/level (D)
Saving Throw No
Spell Resistance No

Immediately upon completing this spell the temperature in the area drops to 0
degrees. Snow begins falling, obscuring all visibility to 5ft. (total concealment)
and providing creatures within 5ft. partial concealment (20% miss chance).
Perception checks in the area suffer a -15 penalty. Unprotected flames are
automatically extinguished and protected flames have a 75% chance of being
extinguished. One foot of snow falls per round. After the first round this causes
difficult terrain, and after the fifth it doubles the penalties for difficult terrain (-4
acrobatics, 20ft. of movement per 5ft. advanced). Creatures flying in the area
take a -4 penalty to fly checks.

Winters Heart
School Transmutation [cold]
Level Sorcerer/Wizard 9
Casting Time 1 round
Components V, S, M (a 1,000gp diamond)
Range Medium (100ft. + 10ft./level)
Area 20ft. cube/level
Duration 1 hour/level (D)
Saving Throw Fortitude partial; see text
Spell Resistance See text

The temperature within the area of this spell drops by 150 degrees. All water
turns to ice and the air within the area freezes, creating an instant snow storm.
Vision is cut in half and perception checks take a -10 penalty within the storm.
After 1 hour the entire area is treated as difficult terrain due to snow buildup
unless the temperature is over freezing.

All creatures caught within the area of the spell when it is cast must make a
fortitude save or be paralyzed for 2d6 rounds. Those that fail this save must
make another fortitude save the following round or be turned to ice (as with
flesh to ice). Even on a successful save (on either round) those caught within
take 1d6 cold damage per two caster levels. Spell resistance functions this
portion of the spell. Creatures that survive this effect, or who enter the area after
it has already occurred take 2d6 points of cold damage per round that they
remain within the spells area. Spell resistance is not effective against this
damage.

Cold spells cast within the area function at +1 caster level and deal one
additional point of damage per die, while fire spells function at -1 caster level
and deal 1 less point of damage per die.

Winters Heart can be made permanent with permanency at a cost of 25,000gp.

Snow Shape
School Transmutation
Level Sorcerer/Wizard 1
Components V, S
Casting Time 1 standard action
Range Touch
Target Snow touched, up to 10 cubic feet + 1 cubic foot/level
Duration Instantaneous
Saving Throw None
Spell Resistance No

You make shape snow into whatever shape you desire. This can be whatever
you desire, from something as simple as a snowbank to something as complex
as a statue, though you cannot make weapons using this spell and any moving
parts automatically fail.

Essential Information
Name Esperion
Aliases Deaths Breath, The Contemplative
Age 29
Height 59
Weight 145lb
Gender Male
Eye Color Gray
Hair Color Black & Silver

Appearance
Age has little touched Esperion despite approaching middle age he still looks to be
little more than a youth. Many have described his appearance as almost innocent, if
severe, and that apparent innocence has deceived almost as many. His build, if not
small then at least slight, only adds to the image of him as non-threatening or
immature. Combined with his pale skin these paint him as a perhaps a bookish student
or a successful professional youth. Very few realize immediately that they have met a
man with power to challenge gods among angels and demons. Which is exactly how
he likes it.

His hair is a mix of silver and black, rapidly turning more silver in recent years. He is
not unattractive though his charm is more apparent when he speaks his honeyed
words. More often than not however he is silent.

History
Esperion is an odd being, the last descendent of a noble silver dragon that has turned
his back on everything his forefathers and his father stood for. Instead of standing
for good, law, and justice he is a paragon of selfishness. His existence is consumed by
questions dealing with his origins, his purpose in the universe, and his nature. The path
he follows in search of those answers has been filled with debauchery, death, and
deceit enough to make even the most demanding devilish sires proud.

His slip into darkness began when confronting the mad priest Polairus of Miyra.
Taunted by the priest of the demon god Astaroth Diabalos during a cat and mouse
pursuit across the wrecked landscape of Miyra, Esperion was exposed to a buried truth
about his magical abilities - they had an infernal taint. While the discovery itself was not
sufficient to turn or taint him, it planted the seed for what was to come. Long after
Polarius went to the grave what he had set in motion still ate at Esperion. Haunted by
what he perceived as evil at the core of his being and the potential for evil within him
an otherwise virtuous man Esperion became obsessed with the question of what lay
in his future. Those portents he received when he sought answers brought him no
peace. Seeking more knowledge of his fate and his origins he has steadily fallen from
the grace he had only a few years ago - while gaining power all the way.

His association with the Raven and the Black Tower grew out of an encounter with
Tarina in the court of Duke Leonar. The two had a brief tryst and have associated in
that manner over the past years. It is thought that he deals quite agreeably with Sharah
the Black, though the details of their relationship are not well known. While he does not
live in the tower he is frequently in the employ of the Raven, who typically pays him
with information, including knowledge of new spells and information as to who exactly
may have been the source of the infernal blood that has passed down to him. His
service is frequent enough that the Raven has seen fit to place a small suit of rooms on
reserve for him.

More than anything else Esperion seeks personal power and greater self-perfection.
While wealth is of interest to him, ultimately he views material wealth as transitory and
vastly prefers permanent enhancements or knowledge. His tendency is to spurn most
gods, relying instead upon his own abilities and those of other powerful arcanists,
though he has attempted to court several gods of knowledge without success.
Knowledge of his own fate of his ultimate goal, though beings that deal with the future
are few and far between. His attempt to establish a relationship with the lord of time
within hell and his servants during an event in Cania met with a dismal failure.

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