These Arcane Warlords lead the Alfar of Darkmoon into battle...
Name: Darkmoon Arcane Excecutioner General
Race: Alfar Class: Fighter 3/ Witch 5/ Eldrich Knight 2
Alignment: Neutral Evil Quote: “For the Great Devourer, slay them All!”
ST: 14 +2
DX: 14 +2
CO: 10 +0
IN: 14 +2
WI: 12 +1
CH: 12 +1
HP: / 70 AC: 22
BAB: +7 (_Melee: +9/ _ Ranged: +9).
F/R/W: +6 /5 /6
Mithril Alfar Curve Blade +2, Nine Lives Stealer +11/ +6 (1d10 + 7 18–20/×2)
Race: Alfar (Elves):
Natives to the former realm of Alfhiem, the Alfar are keepers of magickal might and lore. Now outnumbered by numerous faster-spawning races, and the monsterous creations of the Convergence; the Alfar struggle to keep dominance in a land that was once theirs.
+2 Dex, +2 Int, -2 Con.
Low Light Vision: See Twice as far as humans in dim light.
Alfar Immunities: Immune to Sleep, +2 Racial Bonus vs. Enchantment Spells and Effects.
Alfar Magic: +2 to Racial Bonus on Caster Level Checks to Overcome SR. +2 Spellcraft Checks to ID properties of Magic items.
Keen Senses: +2 Racial Bonus to Perception Checks.
Weapon Familiarity: Short/Longbow (Normal and Composite), Longsword, Rapier, “Alfar (Elven) Weapons”.
Fey magic: Alfar get the Cantrips Light, and Detect Magic for free, and Pretedigitation.
Feats (5 + 3ftrB): Weapon Focus – Alfar Curve Blade (Bonus), Dazzling Display- Alfar Curve Blade (Bonus), Weapon Specialization – Alfar Curve Blade (Bonus), Toughness, Combat Casting, Arcane Armor Training (Light), Arcane Armor Training (Medium), Improved Familiar.
Class Feats: Weapon and Armor Proficiency: A fighter is proficient with
all simple and martial weapons and with all armor (heavy,
light, and medium) and shields (including tower shields)..
Skills (__class+ __int+ __favClass= __): 4 Ftr + 5 Witch + 4 Ekn
Handle Animal (10 + 1 + 3) = +14.
Intimidate (10 + 1 + 3) = +14.
Profession (Darkmoon Noble) (10 + 1 + 3) = +14.
Ride (10 + 2 + 3) = +15.
Spellcraft (5 + 2 + 3) = +10
Bonus Feats: At 1st level, and at every even level thereafter,
a fighter gains a bonus feat in addition to those gained
from normal advancement (meaning that the fighter gains
a feat at every level). These bonus feats must be selected
from those listed as combat feats, sometimes also called
“fighter bonus feats.”
Bravery (Ex): Starting at 2nd level, a fighter gains a +1
bonus on Will saves against fear. This bonus increases by
+1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter
learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor
check penalty by 1 (to a minimum of 0) and increases the
maximum Dexterity bonus allowed by his armor by 1.
Diverse Training: An eldritch knight adds his level
to any levels of fighter he might have for the purpose
of meeting the prerequisites for feats (if he has no
fighter levels, treat his eldritch knight levels as levels
of fighter). He also adds his level to any levels in an
arcane spellcasting class for the purpose of meeting the
prerequisites for feats.
Coven (Ex): The witch counts as a hag for the purpose
of joining a hag’s coven. The coven must contain at least
one hag. In addition, whenever the witch with this hex is
within 30 feet of another witch with this hex, she can use
the aid another action to grant a +1 bonus to the other
witch’s caster level for 1 round. This bonus applies to the
witch’s spells and all of her hexes.
Flight (Su): The witch grows lighter as she gains power,
eventually gaining the ability to fly. At 1st level, the witch
can use feather fall at will and gains a +4 racial bonus on
Swim checks. At 3rd level, she can cast levitate once per
day. At 5th level, she can f ly, as per the spell, for a number
of minutes per day equal to her level. These minutes do
not need to be consecutive, but they must be spent in
Healing (Su): A witch can soothe the wounds of those
she touches. This acts as a cure light wounds spell, using
the witch’s caster level. Once a creature has benefited
from the healing hex, it cannot benefit from it again
for 24 hours. At 5th level, this hex acts like cure moderate
Witch’s Familiar (Ex): At 1st level, a witch forms a close
bond with a familiar, a creature that teaches her magic
and helps to guide her along her path. Familiars also aid
a witch by granting her skill bonuses, additional spells,
and help with some types of magic. This functions like
the wizard’s arcane bond class feature, except as noted in
the Witch’s Familiar section.
Spells: Cantrip: 4, 1st: 4, 2nd: 4, 3rd: 2.
Spell List (cl7):
0th (4): _____
1st (10): _____
2nd (5): _____
3rd (2): _____
Mithril Alfar Curve Blade +2, Nine Lives Stealer (1d10 + 2 18–20/×2 — 7 lbs. S — 24,000 Dragons.)
A critical hit must be dealt for the sword’s death-dealing ability to function, and
this weapon has no effect on creatures not subject to critical hits.
The victim is entitled to a DC 20 Fortitude save to avoid death. If
the save is successful, the sword’s death-dealing ab lity does not
function, no use of the ab lity is expended, and normal critical
damage is determined.
Arcane Mithril Breastplate +4 (Breastplate 200 gp +10 +5 –0 15% (0% with AAT-M) 20 ft. 15 ft. 30 lbs. 22000 dp)
Cacoarchaeon Familiar 7; Heavy War Horse with Chain Barding.
Ring of Wizardry I (Double 1st Level Spell Slots)
Potion of Cure Serious Wounds x 3 (3d8 + 6)
Soul Gem x 2 (10 Rounds of Fast Heal 2)
The strongest of the Witch Coven dedicated to the Great Devourerer gain the opportunity to become Eldrich Knights in his service. They are granted the honor of bearing his Excecutioner Blade, A Ring of Power, and being attended by a personal Cacoarchaeon; who serves as companion, Grimoire, and direct link to the wisdom of the Dark God…
Cacoarchaeon Familiar 7
NE Tiny outsider (daemon, evil, extraplanar)
Init 8 natural, 3); fast healing 2
Fort 1 plus disease)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks soul lock
Spell-Like Abilities (CL 6th; concentration +6)
Constant—detect good, detect magic
At will—invisibility (self only)
3/day—lesser confusion (DC 12)
1/week—commune (CL 12th, six questions)
Str 12, Dex 11, Con 13, Int 9, Wis 13, Cha 12
Base Atk +7; CMB +4; CMD 16
Feats Improved Initiative, Lightning Reflexes
Skills Bluff +7, Fly +18, Knowledge (planes) +5, Perception +7,
Languages Abyssal, Common, Infernal; telepathy 100 ft.
SQ change shape (2 of the following forms: lizard,
octopus, Small scorpion, venomous snake, polymorph)
Environment any (Abaddon)
Organization solitary or swarm (2–10)
Disease (Su) Cacodaemonia: Bite—injury; save Fort DC 12;
onset 1 day; frequency 1/day; effect 1d2 Wis damage, cure 2
consecutive saves. In addition to the normal effects
of the disease, as long as a victim is infected, the
cacodaemon can telepathically communicate with the
creature over any distance (as long as they remain on
the same plane).
Soul Lock (Su) Once per day as a full-round action, a
cacodaemon can ingest the spirit of any sentient creature
that has died within the last minute. This causes a soul
gem to grow inside of the cacodaemon’s gut, which it can
regurgitate as a standard action. A soul gem is a fine-sized
object with 1 hit point and hardness 2. Destroying a soul gem
frees the soul within, though it does not return the deceased
creature to life. This is a death effect. Any attempt to
resurrect a body whose soul is trapped in a soul gem requires
a DC 12 caster level check. Failure results in the spell having
no effect, while success shatters the victim’s soul gem and
returns the creature to life as normal. If the soul gem rests in
an unholy location, such as that created by the spell unhallow,
the DC of this caster level check increases by +2. The caster
level check DC is Charisma-based.
Any evil outsider can, as a standard action, ingest a soul
gem. Doing so frees the soul within, but condemns it to
one of the lower planes (though the soul can be returned
to life as normal). The outsider gains fast healing 2 for a
number of rounds equal to its Hit Dice.
Alertness (Ex): While a familiar is within arm’s reach, the
master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that
normally allows a Ref lex saving throw for half damage, a
familiar takes no damage if it makes a successful saving
throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target
of “You” on his familiar (as a touch spell) instead of on
himself. A wizard may cast spells on his familiar even if
the spells do not normally affect creatures of the familiar’s
type (magical beast).
Empathic Link (Su): The master has an empathic link
with his familiar to a 1 mile distance. The master can
communicate emphatically with the familiar, but cannot
see through its eyes. Because of the link’s limited nature,
only general emotions can be shared. The master has the
same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or
higher, a familiar can deliver touch spells for him. If the
master and the familiar are in contact at the time the
master casts a touch spell, he can designate his familiar
as the “toucher.” The familiar can then deliver the touch
spell just as the master would. As usual, if the master
casts another spell before the touch is delivered, the
touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or
higher, a familiar and the master can communicate
verbally as if they were using a common language.
Other creatures do not understand the communication
without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th
level or higher, a familiar can communicate with animals
of approximately the same kind as itself (including dire
varieties): bats with bats, cats with felines, hawks and owls
and ravens with birds, lizards and snakes with reptiles,
monkeys with other simians, rats with rodents, toads
with amphibians, and weasels with ermines and minks.
Such communication is limited by the Intelligence of the
0th: (ALL) bleed, dancing lights, daze, detect
magic, detect poison, guidance, light, mending, message, putrefy
food and drink*, read magic, resistance, spark*, stabilize, touch
1st (9): (Bonus: Silent Image), burning hands,
charm person, comprehend, languages, cure light wounds, Enlarge Person, Magic Missile, ray of enfeeblement, Shield.
2nd (4): (Bonus: Darkness), Cat’s Grace, Delay poison, Bull’s Strength, Bear’s Endurance.
3rd (4): (Bonus: None), dispel magic, lightning bolt, remove disease, suggestion.