The Alexandrian

Horse and Hedgehog - Franz Marc (partial)

Go to Dream Pacts (Part 1)


CATAR, THE ILL WIND

Catar appears in the Dreaming as a whirlwind carved into the form of a human man. His voice is the howl of a tornado hushed to a roaring whisper. He is the ill wind of sour fortune and a manifestation of bad luck. He bears about him the hot, dry despair of the desert.

Those shielded by Catar’s presence, however, can twist fortune to their own ends. He makes a poor companion, but a worthy ally.

Spirit Circle: 5th

Pact Check DC: 25

Physical Sign: Hair constantly tossles as if caught in a strong wind.

Influence:

  • Critique any plan with worst case scenarios.
  • Cannot gamble or play games of chance.

Granted Powers:

  • Broken Luck: At will as an immediate action, reroll one attack roll, saving throw, or skill that you have just made. You must accept the result of the reroll, even if it is worse than the original.
  • Catar’s Grace: At all times when bound to Catar, gain a +2 insight bonus to Reflex saves and Armor Class.
  • Luck’s Favor: At will as an immediate action, any luck bonuses you gain from any source are increased by +1 for 1 round.

CHARABIM, GUARDIAN OF THE BLESSED CHILDREN

Blessed children are the spirits of those who have yet to be born into the world. The raw future-potential of their spirits feed a vast realm within the Dreaming which is difficult or impossible for those who have been born into the world to return to again. This realm is guarded by Charabim, a powerful Spirit Lord whose blessing is often sought at moments of birth and rebirth.

Der Wächter des Paradieses - Franz StuckCharabim usually manifests as a winged man with flaming hair. He is often stern and unforgiving, but never without compassion.

Spirit Circle: 5th

Pact Check DC: 25

Physical Sign: Eyes glow with a bright, white light. White-feathered wings on the back (insufficient for flight) which also glow softly with a white light.

Influence:

  • Protect the young and helpless.
  • Must attack undead.

Granted Powers:

  • Detect Undead: At will, as per the spell.
  • Hide from Undead: Activate at will as a standard action, as per the spell except the DC for intelligent undead to ignore the effect is DC 10 + ½ your effective binding level + your Charisma modifier.
  • Paralysis of the Lost Soul: As a standard action, you can make a touch attack to paralyze a living soul by temporarily returning their soul to the misty borderlands surrounding the realms of the Blessed Children within the Dreaming. The touched creature must succeed on a Will save or be paralyzed for a number of rounds equal to ½ your effective binding level. Each round on its turn, the paralyzed creature can attempt a new saving throw as a full-round action, with success returning their soul to their body and ending the effect immediately.
  • Speak with Dead: At will as a standard action, as per the spell.
  • Summon the Blessed Child: You can summon a blessed child as per a summon monster spell. You can summon no more than a single a blessed child at a time, and if the blessed child is destroyed or lost you cannot summon another for 1 hour.
Effective Binder LevelBlessed Child Summon
1st-10thBalasam
11th-14thDayad
15th-18thFaelom
19th+Haalas

BALASAM (CR ½) – Good Medium Outsider (Extraplanar, Good)
DETECTION – darkvision 60 ft., Listen +8, Spot +7; Init +0
DEFENSESAC 14 (+4 natural), touch 10, flat-footed 14; hp 15 (2d8+6); DR 5/magic;  Immune unborn child immunities (ability damage, critical hits, disease, energy drain, massive damage, mind-affecting, nonlethal damage, paralysis, poison, sleep, stunning); Resist turn +3; Weakness negative turning
ACTIONSSpd fly 80 ft. (average); Melee longsword +3 (1d8+1); Ranged +2; Space 5 ft.; Reach 5 ft.; Base Atk +2; Grapple +3
SQ +3 turn resistance, unborn spirit, darkvision 60 ft.
STR 12, DEX 10, CON 16, INT 6, WIS 12, CHA 15
FORT +6, REF +3, WILL +4
FEATS: Alertness
SKILLS: Diplomacy +4, Heal +6, Hide +5, Listen +8, Move Silently +5, Sense Motive +6, Spot +7

DAYAD (CR 4) – Good Medium Outsider (Extraplanar, Good)
DETECTION – darkvision 60 ft., Listen +13, Spot +13; hp 45 (6d8+18); Immune unborn child immunities (ability damage, critical hits, disease, energy drain, massive damage, mind-affecting, nonlethal damage, paralysis, poison, sleep, stunning); Resist turn +5; Weakness negative turning
ACTIONSSpd fly 80 ft. (perfect); Melee longsword +9/+4 (2d6+4); Ranged +6; Space 5 ft.; Reach 5 ft.; Base Atk +6; Grapple +9; Atk Options smite undead; Combat Feats Combat Reflexes
SQ +5 turn resistance, unborn spirit, darkvision 60 ft.
STR 16, DEX 10, CON 16, INT 10, WIS 14, CHA 15
FORT +8, REF +5, WILL +7
FEATS: Alertness, Combat Reflexes, Improved Initiative
SKILLS: Diplomacy +4, Heal +11, Hide +9, Listen +13, Knowledge (religion) +9, Move Silently +9, Seach +9, Sense Motive +11, Spot +13

FAELOM (CR 7) – Good Medium Outsider (Extraplanar, Good)
DETECTION – darkvision 60 ft., Listen +18, Spot +18; Init +5
DEFENSESAC 17 (+1 Dex, +6 natural), touch 11, flat-footed 16; hp 85 (10d8+40); DR 10/magic; Immune unborn child immunities (ability damage, critical hits, disease, energy drain, massive damage, mind-affecting, nonlethal damage, paralysis, poison, sleep, stunning); Resist turn +5; Weakness negative turning
ACTIONSSpd fly 80 ft. (perfect); Melee greatsword +14/+9 (2d6+6); Ranged +11; Space 5 ft.; Reach 5 ft.; Base Atk +10; Grapple +14; Atk Options smite undead; Combat Feats Combat Reflexes
SQ +5 turn resistance, unborn spirit, darkvision 60 ft.
STR 18, DEX 12, CON 18, INT 10, WIS 16, CHA 18
FORT +11, REF +8, WILL +14
FEATS: Alertness, Combat Reflexes, Improved Initiative, Iron Will
SKILLS: Diplomacy +26, Heal +16, Hide +14, Knowledge (religion) +13, Listen +18, Move Silently +14, Search +13, Sense Motive +16, Spot +1

HAALAS (CR 10) – Good Medium Outsider (Extraplanar, Good)
DETECTION – darkvision 60 ft., Listen +26, Spot +26; Init +5
DEFENSESAC 21 (+1 Dex, +10 natural), touch 11, flat-footed 20; hp 136 (16d8+64); DR 10/magic; Immune unborn child immunities (ability damage, critical hits, disease, energy drain, massive damage, mind-affecting, nonlethal damage, paralysis, poison, sleep, stunning); Resist turn +5; Weakness negative turning
ACTIONSSpd fly 100 ft. (perfect); Melee +22/+17/+12 greatsword (2d6+9); Ranged +17; Space 5 ft.; Reach 5 ft.; Base Atk +16; Grapple +22; Atk Options smite undead; Combat Feats Combat Reflexes
SQ +5 turn resistance, unborn spirit, darkvision 60 ft.
STR 22, DEX 12, CON 18, INT 12, WIS 20, CHA 20
FORT +14, REF +13, WILL +17
FEATS: Alertness, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes
SKILLS: Diplomacy +26, Heal +24, Hide +20, Knowledge (religion) +20, Listen +26, Move Silently +20, Search +20, Sense Motive +24, Spot +26

Negative Turning Weakness: Blessed children can be turned by evil clerics or rebuked by good clerics.

Smite Undead: +2 attack bonus and +1 damage per 2 HD vs. undead.

Unborn Spirit: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage.

Special: A good-aligned cleric can summon a blessed child using a summon monster spell. Summon monster II brings a balasam, summon monster IV brings a dayad, summon monster VI brings a faelom, an dsummon monster VIII brings a haalas.


FASSA, THE LADY OF THE STORMY SEAS

Fassa is the drowner of sailors and the wrecker of vessels. She is also the beauty of the ocean’s ravages and the swirling of the deeps. She has storm-tousled black hair, and sea-gray eyes. Her demeanor is surprisingly placid considering the wrath of her manifested rage.

Spirit Circle: 6th

Pact Check DC: 26

Physical Sign: Anyone touched receives a small, harmless electrical shock.

Influence:

  • A love of the water, but feel the need to disrupt any placid surface.

Granted Powers:

  • Freedom of Movement: As a swift action, you benefit from freedom of movement, as per the spell.
  • Immunity to Electricity: At all times while bound to Fassa, you gain immunity to electricity damage.
  • Ocean’s Friend: At all times while bound to Fassa, you gain a swim speed equal to your land speed and can use the run action while swimming in a straight line. You also gain a +8 racial bonus to Swim checks and can always choose to take 10 on a Swim check, even if distracted or endangered.
  • Storm’s Fury: As a swift action, you can charge a melee attack or melee touch attack with +1d6 electricity and +1d6 sonic damage. If the attack misses, the bonus damage is harmlessly discharged.

KARNAK, LORD OF THE DREAMSHREDDERS

The karnaxic are strange admixtures of boiling shadow and hard, sharp metal. They are often seen running in packs, using their long, scythe-like claws to rip apart the structures of the Dreaming itself, rendering it back into great ribbon-like clouds of primordial chaos. Some view of them as mindless destroyers, while others think them a natural (albeit violent) part of the Dreaming’s chaotic nature. They have been known to pose a danger to dreamers, but most often leave them alone. They are particularly plentiful along the borderlands of the Tainted Dreaming.

Bearing features similar to the karnaxic but standing upright like a man, Lord Karnax is often seen running with them as their pactleader. He is stern of countenance, but given to feral rages. He keeps the karnaxic in check.

Spirit Circle: 6th

Pact Check DC: 26

Physical Sign: The fingers lengthen into sharp, curved points of cold iron, forming karnaxic claws.

Influence:

  • A desire to take control of any situation.
  • Easily enraged by insubordination or contradiction.

Granted Powers:

  • Dream Strengthening: At all times while bound to Karnax, the saving throw DC (if any) of special abilities granted by other spirit lords you are currently bound to increase by 1 and your effective binding level is increased by 1 for the purpose of determining the effects of granted powers.
  • Karnaxic Claws: The karnaxic claws grant you one claw attack per hand dealing 1d6 points of damage (for Medium-size creatures). Claw attacks are made at your full Base Attack Bonus and you add your full Strength bonus to the damage you deal. The claws are considered cold iron weapons. You cannot use this ability if you have suppressed Karnax’ physical sign.
  • Planar Attunement: At all times while bound to Karnax, you are protected from the natural dangers of a specific plane (including dream realms). These dangers might include extreme temperatures, pervasive energy, poisonous air, and the like. This protection only extends to attributes of the plane itself (not to dangers which are merely contained within the plane). You can change the plane you’re attuned to as a standard action.
  • Rend: If you hit with all karnaxic claw attacks, you latch on your target’s body and rend their flesh. The attack automatically deals twice the normal damage of your karnaxic claw attack (including your Strength modifier) in addition to the normal damage from the claw attacks. You cannot use this ability if you have suppressed Karnax’ physical sign.

MESSAMIS, THE EMPTY CITY

As I plunged among the shadowy mansions, along the streets from which visible twilight issued to envelop me, it seemed that I was going farther and farther away from my memories at every step. I had no idea how far I had gone, nor how long I had roamed among those houses that hardly seemed as if they could be peopled by any but the sleeping or the dead. And now I knew with a terrible certitude that this one event had broken away from the sequence of time and had found for itself a setting of appropriate gloom and solemnity; or perhaps had even built around itself the whole enormous maze of that spectral city. (Clark Ashton Smith, “A Night in Malneant”)

Within the Dreaming there lies a city in which every building is tenantless and every street lies empty. It is a dread and dreary thing. A conduit can be opened to that place, and the strength of its vast and hollow emptiness drawn into the natural world.

Spirit Circle: 6th

Pact Check DC: 27

Physical Sign: When speaking, the voice seems to reverberate with the sound of a crowded room.

Influence:

  • Must seek out the company of others. Cannot stand being alone.

Granted Powers:

  • Doors of Messamis: Once per day as a standard action, you can step through one door or portal and emerge through another. In all other ways (determining range, etc.) treat this as a dimension door spell. At 10th level you can use portal step twice per day and treat it as a teleport spell. At 15th level you can use portal step three times per day and treat it as a plane shift spell.
  • Ghosts of the Empty City: As a standard action you can animate objects, as per the spell.
  • Guide to the City: At all times while bound to Messamis, you gain a +6 insight bonus to Gather Information and Knowledge (local) checks.
  • Rage of Messamis: As a swift action, you can cause a 30-ft.-radius of stone or dirt to rumble shift. Each round on your turn, creatures within the area must make a Reflex save or Balance check or fall prone. Creatures within the area can only move at half speed, attacks made by creatures standing within the area suffer a -2 penalty, and spellcasting within the area requires a Concentration check (DC 15 + spell level). The effect lasts for 1 round per effective binding level.
  • Streets of the Empty City: Even when standing on the bustling streets of a living city, a part of you dwells still on the empty streets of Messamis. At all times while bound to Messamis, you can move at your normal rate when moving through a crowd.
  • Voice of Messamis: At all times while bound to Messamis, you can speak with any citizen of a city, as per the tongues spell.

NENTAI, THE THREE EYES

The Nentai are the three eyes of sight: Sight of the present, sight of the future, and sight of the past. They can appear floating in air; as a trio of trios in a flying eye tyrant; set as triangular gemstones upon a wall; as baubles passed between the hands of crones; and so forth.

Spirit Circle: 5th

Pact Check DC: 25

Physical Sign: Three small eyes orbit your head.

Influence:

  • Must seek out and attempt to view historic events as they occur.
  • Must defer to those older and seek to protect those younger.

Granted Powers:

  • All-Around Vision: At all times while bound to the Nentai, the extra eyes of the Nentai allow you to look in any direction. You gain a +4 bonus on Spot and Search checks and opponents gain no benefit while flanking you. However, you cannot avert or close your eyes when facing a creature with a gaze attack. You cannot use this ability if you have suppressed the Nentai’s physical sign.
  • True Seeing: At all times while bound to the Nentai, as per the spell.
  • Vision of Divination: At will you can look through the eye of the Nentai to ordain the future. It requires 10 minutes to peer through the veils of time, but the result works like a divination spell except that the outcome of the goal, event, or activity must be visible from your current location. (For example, you could ask about the outcome of opening a door you could see, but not about the outcome of opening a door on the other side of town.) You cannot use this ability if you have suppressed the Nentai’s physical sign.
  • Vision of History: At will you can look through the eye of the Nentai to discern the hidden secrets of the past. It requires 1d4 x 10 minutes to peer through the veils of time, but the result works like a legend lore spell except that it can only reveal a cryptic vision of events as they occurred within sight of your present location. You cannot use this ability if you have suppressed the Nentai’s physical sign.

NESSERIK, THE SERPENT OF THE GRAVE

When one goes seeking visions of the dead within the Dreaming, they may find the gray-scaled Lord Nesserik curled upon their grave. Nesserik can be thought of as sly and cruel, but respects and embodies the divide between the quick and the dead. His voice is sibilant and his words dark.

Spirit Circle: 6th

Pact Check DC: 25

Physical Sign: Skin becomes gray-scaled and incisors grow to become Nesserik’s fangs.

Influence:

  • Cannot receive magical healing unless at negative hit points.

Granted Powers:

  • Aura of Despair: At all times while bound to Nesserik, creatures within 10 feet suffer a -2 penalty on attack rolls, skill checks, saving throws, and weapon damage rolls as a mind-affecting fear effect.
  • Ethereal Sight: At will, you can see onto the Ethereal Plane. You remain simultaneously aware of the Material Plane, but are distracted by your dual vision and suffer a -2 penalty on attack rolls, skill checks, and saving throws.
  • Ghost Touch: At all times while bound to Nesserik, your melee attacks can strike incorporeal creatures. Their normal 50% chance to avoid damage does not apply.
  • Nesserik’s Fangs:  Nesserik’s fangs grant a natural bite attack that deals 1d4 points of damage and a poison that deals 1 point of Constitution damage (Fort negates). The attack can be made at will, but the poison can only by excreted once every 5 rounds. You cannot use this attack if you have suppressed Nesserik’s physical sign.
  • Pounce: At all times while bound to Nesserik, when you charge a foe you can make a full attack, including your bite attack, at the end of the charge.
  • Sense Life: At all times while bound to Nesserik, you notice and locate living creatures within 10 feet as per the blindsense ability. At will as a free action you can also sense how near living creatures within this range are to death, as per the deathwatch spell.

PORTHAS, THE ROCK OF AGES

A great face carved from stone. A boulder which rolls forever downhill. A cliff face with eyes which peer deep into the past. Porthas can take many forms, but always he has the endurance of granite and age unaccountable. He speaks with the voice of a canyon’s erosion. Though he has little patience for the quick tempers of youth, he is slow to anger.

Spirit Circle: 5th

Pact Check DC: 25

Physical Sign: The eyes grow milky-white with age and the voice rumbles like tumbling boulders.

Influence:

  • Impatience (may inflict a -2 penalty on Diplomacy checks at DM’s discretion).
  • A thirst for knowledge (must take time to study any book or other source of esoteric knowledge that comes into their possession).

Granted Powers:

  • Face of Eternity: As a move action, you reveal the face of Porthas as a gaze attack. Creatures looking up you are awed can become unable to attack you or target you with any hostile spell or effect for 1 round. The effect is broken if you take any hostile action.
  • Knowledge of Porthas: At all times while bound to Porthas, you gain a +8 bonus on Knowledge checks.
  • Read Thoughts: As a full action you can target a single creature within 5 feet per effective binding level as per a detect thoughts spell.
  • Stone’s Embrace: As a standard action, you can meld with stone, as per the spell. When you choose to step out of the stone, however, you can emerge from any surface within 5 feet per effective binding level.

SAPHASTOS, THE DARK DREAMER

Saphastos is drawn to lucid dreamers and masters of the Dreaming Arts. Many consider him to be a manifestation of the dreamer’s own dark thoughts and fears, reflected back to them through the lensing of the Dreaming. Others think him to be a dark demiurge of the Dreaming itself.

Spirit Circle: 6th

Pact Check DC: 25

Physical Sign: Although they can see normally, the binder’s eyes are shut.

Influence:

  • Must treat illusions as if they were real, even if they have been disbelieved.

Granted Powers:

  • Dream Gliding: At all times while bound to Saphastos, half of you remains within the Dreaming. You gain a partial incorporeality, allowing you ignore the effects of difficult terrain and pass through enemy spaces (although not through walls or other solid barriers). Attacks of opportunity targeting you have a 50% miss chance.
  • Mind Blank: At all times while bound to Saphastos, as per the spell.
  • Major Image: As a standard action, as per the spell.
  • Phantasmal Killer: As a standard action, as per the spell, targeting any creature within 10 feet per effective binding level.

Go to Dream Pacts – Part 6: Spirit Lords of the 7th and 8th Circle

IN THE SHADOW OF THE SPIRE

Session 17C: Shilukar’s New Friends

The illusion might not have fooled Shilukar if he had been in his right mind, but at this point he was far from it due to the debilitating spells Ranthir had cast upon him. The elf waved his wand in the direction of the illusion (which, of course, had no effect) and banked sharply to the right – flying away from Dominic and Tee.

When characters suffer ability score damage, it’s an awesome opportunity to lean into a roleplaying challenge. This is particularly true of damage to the mental ability scores, which will directly affect the character’s personality and decision-making.

HAL-9000You can see that in this session, where Shilukar’s dwindling Intelligence score not only resulted in increasingly muddled decision-making, but also a growing sense of panic as Shilukar felt his mind slipping away from him: In a fantastical equivalent to HAL-9000, you have a character getting more and more desperate to solve a problem as it becomes more and more impossible for them to figure out how to do so.

Existential horror as a combat tactic.

But that’s just one option. Back in Session 15, we saw that ability score damage can also be played for comedic effect:

Tor, in his befuddled state, was becoming completely entranced by the Ghostly Minstrel’s performance. He began to dance and then to sing along – vigorously and loudly.

Tee, seeing what was happening, excused herself from Mand Scheben and pushed her way through the crowd to Tor’s side. “Tor! Tor!” She finally managed to get his attention. “Calm down! Look, I don’t really think you should be doing that right now.” She looked meaningfully at Tor’s acid-burned and blood-stained clothes.

Tor seemed to think about his seriously for a few moments… and then diligently began stripping off his clothes. Cheers went up from various people around the room.

“No!” Tee grabbed at him, but Tor was intent on getting his clothes off now. Looking around, Tee spotted Agnarr and urgently waved him over. Between the two of them, they were able to get Tor back up to their rooms and settled down.

If you’re feeling uncertain about how to play a modified ability score, consider querying your character by way of the game mechanics: Make an Intelligence test to see if your character is capable of thinking their way through a problem at the moment. Make a Wisdom test to see if they’re able to inhibit their impulse to take off their clothes. Make a Charisma test to see how short-tempered they are.

Note that these same principles apply to physical ability scores, with modifications to those scores being reflected in both action selection and description. Getting hammered by a 10 point loss of Strength must feel as if your body has just been brutalized by a chemotherapy treatment. Think about how a loss of Constitution would leave your character gasping for breath and struggling to wheeze out words. Describe your characters clumsily fumbling with a formal tea service or tripping over the furniture as a result of their reduced Dexterity score.

Keep in mind both the absolute rating of the ability score AND the relative change: Someone who has been knocked down to Intelligence 10 from Intelligence 18 isn’t suddenly a dithering idiot (they have a perfectly average intellect), but from their perspective it’s as if the entire world has been wrapped in gauze. (Although if the loss is permanent, it’s likely that they’ll eventually adapt to their new acuity.)

These moments also offer us an opportunity to reflect on how ability scores define our characters and what their normal ability scores really mean, although this begins to transition us into a broader discussion how we can roleplay characters with abilities – particularly mental abilities – vastly different from our own (which is, perhaps, a topic for another time).

There’s also a flipside to this: What do magic items and buffs that increase your ability scores do to your character?

Just as there should be a change in your character’s behavior if they’re blasted from Wisdom 10 to Wisdom 5, so, too, should reading a tome of clear thought that boosts your Wisdom from 10 to 15. Think about how your character’s perception of the world changes; think about how the decisions they make (and choose not to make) will change; think about how their personality will shift as a result.

Note, too, that I think there are differences between short-term buffs (which are shocks to the system, but fade relatively rapidly) and long-term alterations (which will become integrated into the character’s personality).

And while tomes are one thing, there’s actually something really fascinating about a worn magic item that permanently alters your state of consciousness (i.e., modifies your mental abilities). As you spend more and more time wearing such an item, the existence you know with that item will increasingly become your perception of self. What happens to you when you take off the item? Or have it taken from you?

True Names - Vernor VingeThere’s a transhumanist quality here, as if Vernor Vinge’s True Names would be a good source text for this: Like the character for whom part of their personality and thought process now exists in the networked computing devices, so too does the wizard with a tiara of intelligence +4 have an important part of their mind – of themselves! – tied to that item. Are they even the same person without that item? If they lose that item and they replace it with a talisman of intelligence +4, will that restore who they were? Or will they become someone else? Are all +4 boosts the same? Can you just swap out parts of your brain? Or does granting the Ship of Theseus sentience transform the paradox?

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 17C: SHILUKAR’S NEW FRIENDS

March 9th, 2008
The 7th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Shilukar stumbled back several steps, fumbling at his belt. As Tor advanced upon him, he whipped out a wand and waved it in his direction.

Tor’s mind was suddenly flooded with a sense of contentment and ease… and an absolute certainty that Shilukar was one of his closest and dearest friends.

Shilukar gave Tor a smile that was something closer to a leer, “There’s no need for us to fight, is there?”

Tor shook his head.

Agnarr, meanwhile, was making mincemeat out of the spider-things. The doorway had become spattered with gore and, in fact, the surviving creatures had turned and fled back into their cells – better to continue their vile imprisonment than to face that whirling flurry of death.

Ranthir, however, could see that something was wrong with Tor. “Agnarr! We need you!”

Agnarr turned and raced down the side corridor. Shilukar was fumbling his key into the lock of another door as the barbarian approached. Tor turned to face his friend, “Agnarr! No! He doesn’t mean any harm! He’s my friend!”

Agnarr wasn’t to be dissuaded, but even as he pushed past Tor, Shilukar waved his wand again… and Agnarr was charmed.

“Shilukar! My friend! I’m glad we found you! We need a cure that you carry!”

Shilukar grimaced as he turned the key in the lock. “What cure?”

Agnarr frowned. “But Lord Zavere told us you had it!”

Shilukar opened his mouth to respond, but was distracted as Elestra, Ranthir, and Dominic arrived. Ranthir’s hand lashed out, delivering a powerful enchantment that befogged Shilukar’s mind. The elf stumbled back, grasping his head. Instinctively he lashed out with the wand, attempting to charm Ranthir.

The attempt failed, but Ranthir – recognizing the enchantment – put a stupid smile on his face. “Shilukar? Why are we fighting?”

The bluff worked. But Ranthir’s entire distraction had not only befuddled Shilukar, but served its larger purpose: Elestra had slipped between Shilukar and the door.

Amplifico Offundo!Read more »

The Birth of Wolves - Franz Marc (partial)

Go to Dream Pacts (Part 1)


ALLADAR, THE WHITE STAG

A large, white stag seen within the dappled forests. Lord Alladar is a powerful, totemic connection between the sentient subconscious and the rhythms of the natural world. He offers his protection to all life, but paradoxically will often lead the dream quester to visions of death. Alladar’s path follows the natural rhythms of the world and its creatures and he is often drawn to those places where that cycle has been disrupted.

Spirit Circle: 4th

Pact Check DC: 20

Physical Sign: Alladar’s antlers, a pair of pale white antlers which grow from the forehead.

Influence:

  • Cannot eat meat or harm a living animal.
  • Will defend the innocent, the wrongfully injured, and the helpless.

Granted Powers:

  • Alladar’s Antlers: Alladar’s antlers grant can be used as a natural attack that deals 1d6+1 points of damage (plus 1-1/2 times your Strength bonus). The horns are considered a +1 magical weapon. You cannot use this attack if you have suppressed Alladar’s physical sign.
  • Alladar’s Insight: At all times while bound to Alladar , you gain a +4 bonus on Heal, Knowledge (nature), and Survival checks.
  • Alladar’s Immunity: At all times while bound to Alladar, you gain immunity to disease and poison, including diseases and poisons already afflicting you.
  • Alladar’s Touch: An ally who touches Alladar’s antlers benefits from delay disease and delay poison (as per the spells). At will as a standard action, you can cure 1 point of damage to a creature touching your antlers. As a full action, you can cure 1d8 points of damage + 1 per effective binding level (maximum 1d8+10).
  • Fast Healing: At all times while bound to Alladar, you gain fast healing 1. This fast healing increases by +1 every 4 levels after 4th level to a maximum of fast healing 5 (fast healing 2 at 8th level; fast healing 3 at 12th level; fast healing 4 at 16th level; fast healing 5 at 20th level).
  • Track: You can track as though you possessed the Track feat.

BAALTERROK, THE FACE OF THE ROCK

Baalterrok appears as a great face which appears to exude from the rock of the ground itself. He speaks with a deep, booming voice. He is surly and recalcitrant, although he had a certain fondness for dwarves and their kin.

Spirit Circle: 4th

Pact Check DC: 22

Physical Sign: A hardening of the skin as it changes to resemble rock or stone. Dexterity-based checks suffer a -2 penalty.

Influence:

  • Must remain in contact with the ground at all times.
  • Prefers the dark places and hates the feel of the wind.

Granted Powers:

  • Blindsense: At all times when bound to Baalterrok, you can detect any creature in contact with the ground within 30 feet with blindsense.
  • Damage Resistance: At all times when bound to Baalterrok, you gain DR 5/adamantine.
  • Earth Mastery: At all times when bound to Baalterrok, you gain a +1 bonus on attack and damage rolls if both you and your opponent are touching the ground. Airborne foes take a -1 penalty on attack rolls and weapon damage rolls against you.
  • Earthshaking Touch: As a standard action, you can touch the ground and cause every creature within 10 feet of you (either touching the ground or climbing a surface touching the ground) to make a Reflex save or fall prone. Neither you nor your summoned elemental can be knocked prone by this ability.
  • Summon Elemental: As a full round action, you can summon an earth elemental which will obey your commands. If the elemental is destroyed or lost, you cannot summon another for 1 hour.
Effective Binding LevelElemental Size
1st-10thSmall
11th-14thMedium
15th-18thLarge
19th+Huge

ILSASIL, THE RIVER OF MAGIC

Ilsasil is not a Spirt Lord, but rather a landmark of the Dreaming (albeit a fey and ever-changing one). Ilsasil is the River of Magic, a flowing embodiment of pure magical energy which courses through the vales and byways of the Dreaming.

Although Ilsasil is not a proper Spirit Lord, similar techniques can be used to form a pact-like conduit between the River of Magic and the natural world.

Spirit Circle: 3rd

Pact Check DC: 25

Physical Sign: A rainbow halo above the head.

Influence:

  • Fascinated by all magical effects.
  • Cannot resist harmless magical effects.

Granted Powers:

  • Disrupting Touch: As a standard action you can dispel magic, as per the spell, against a single target as a melee touch attack. You can only use this ability a number of times per day equal to your effective binding level.
  • Ilsasil’s Insight: At all times while bound to Ilsasil, you gain a +2 bonus to Spellcraft checks.
  • Magic Attunement: At all times while bound to Ilsasil, the save DC for effects you create using magical items is increased by 2.
  • Magesense: At will as a standard action, you can detect magical auras as per a detect magic spell.
  • Wizard’s Way: At all times while bound to Ilsasil, you can use spell trigger items as if you were a wizard of your effective binding level.

KATH, THE CAVALIER KING OF CATS

Kat in krokusveld - Herman Kruyder (partial)

Kath is a fierce tomcat and troublemaker. He’s a patron for the quick of wit and loud of mouth. He possesses a beautiful coat of shining silver fur. He has an opinion for all occasions.

Spirit Circle: 4th

Pact Check DC: 25

Physical Sign: Silver fur grows on the face and the backs of the hands.

Influence:

  • Cannot forgive any insult and will seek a secret vengeance for it.
  • Must always have the last word.

Granted Powers:

  • Blinding Strike: At all times while bound to Kath, a creature suffering a critical hit from your attack must make a Fortitude saving throw or be permanently blinded.
  • Cat’s Antic: At all times while bound to Kath, when a critical hit or sneak attack is scored on you there is a 25% chance that it is negated and damage is rolled normally instead.
  • Cat’s Cunning: At all times while bound to Kath, you gain +4 insight bonus on Bluff checks.
  • Cat’s Speed: As a swift action, you gain the benefits of haste, as per the spell, for 1 round per 3 effective binding levels.

MAAB, THE CURIOUS QUEEN OF CATS

Maab is a sleek twister of fate, a sly trickster devil, and the patron of the wise, clever, and subtle. She wears a majestic coat of golden fur that glistens like precious metal. She rarely speaks, preferring to lead and show.

Spirit Circle: 3rd

Pact Check DC: 20

Physical Sign: Golden hair and golden eyes, occasionally matched with long, golden whiskers.

Influence:

  • Must pocket small items that won’t be missed if the opportunity presents itself.
  • Cannot confess to wrongdoing.

Granted Powers

  • Cat’s Claw: At all times while bound to Maab you gain the ability to make sneak attacks (as per the rogue’s class ability) dealing +1d6 points of damage when you do so. You gain an additional +1d6 points of damage for every 5 effective binding levels you possess. If you already possess the ability to make sneak attacks, this bonus damage stacks.
  • Cat’s Eyes: At will you can use see invisibility, as per the spell.
  • Mad Cat’s Gaze: As a standard action you can make a gaze attack to affect a single target as per a hypnotic pattern spell. There is no limit on the duration of the effect, but the target can make an additional saving throw each round to break the effect.
  • Sense Trickery: At all times while bound to Maab, you automatically detect any attempts to use Sleight of Hand to take something from you. In addition, you gain a +4 bonus on Appraise, Sense Motive, and Spot checks made to oppose Disguise checks.

TERRIOR, THE KNIGHT OF MISTS

One of the Dreaming Knights, Terrior appears in a suit of pale green plate. He often appears near or on lakes. He represents chivalric grief; the losses endured in the name of true duty and faithfulness.

Spirit Circle: 3rd

Pact Check DC: 20

Physical Sign: Surrounded by a light haze of mist.

Influence:

  • Must be willing to sacrifice yourself for the greater good.
  • Must comfort those in grief.

Granted Powers:

  • Aura of Grief: At all times while bound to Terrior, creatures within 10 feet must succeed at a Will save or suffer a -2 penalty on attack rolls, skill checks, saving throws, and weapon damage as a mind-affecting effect of grief.
  • Cloud Lightning: As a standard action, you can call down a bolt of lightning to strike any target within 10 feet per effective binding level. The bolt deals 1d6 points of damage plus an additional 1d6 points of damage for every three effective binding levels you possess. The target takes half damage on a successful Reflex save.
  • Veil of Mists: As a standard action, you can raise a veil of mist across the vision of any creature within 30 feet. The target must succeed on a Fortitude save or become blinded for 1 round.
  • Warrior’s Proficiencies: At all times while bound to Terrior, you are considered proficient with all simple and martial weapons, all armor (heavy, medium, and light), and all shields (including tower shields).
  • Water Breathing:At all times while bound to Terrior, you benefit from water breathing, as per the spell.
  • Water Walk: At all times while bound to Terrior, you benefit from water walk, as per the spell.

UTHARAH, LADY OF THE BLADES

Utharah appears as a slim woman. Her eyes are milky-white and blind, but she acts with both the sureness of sight and an impossible gracefulness. Her arms taper beautifully into long, rune-carven blades.

Spirit Circle: 3rd

Pact Check DC: 22

Physical Sign: Your skin takes on the appearance of glistening metal.

Influence:

  • Cannot refuse the challenge of a duel.
  • Will seek to face foes in open combat.

Granted Powers – Pact of the Blade Master:

  • Bladed Proficiency: You are proficient with all bladed weapons.
  • The Purposed Blade: You gain the benefit of the Improved Critical feat with any weapon you wield. If you already have the Improved Critical feat with that weapon, you gain a +4 bonus on the roll to confirm the threat with that weapon.
  • The Sly Blade: Add your Intelligence bonus (if any) to a single melee attack. If the attack is successful, deal 1 extra point of damage per effective binding level. This ability cannot be used against creatures immune to sneak attacks or critical hits.

Granted Powers – Pact of the Blade Dancer:

  • Bladed Proficiency: You are proficient with all bladed weapons.
  • Dance of Death: At all times while bound to Utharah, you gain the benefit of the Dance of Death feat.
  • Dancer’s Dexterity: At all times while bound to Utharah, you gain a +4 bonus to Dexterity.
  • Uncanny Dodge: At all times while bound to Utharah, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. You still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from another source, you automatically gain improved uncanny dodge instead.
  • Utharah’s Grace: At all times while bound to Utharah, you gain a +4 bonus on Tumble checks and Perform (dance) checks.
  • Whirlwind Attack: At all times while bound to Utharah, you gain the benefit of the Whirlwind Attack feat.

Special: When forming a pact with Utharah you choose either the Pact of the Blade Master or the Pact of the Blade Dancer. If you can form two pacts simultaneously, you can make both pacts with Utharah.

Go to Dream Pacts – Part 5: Spirit Lords of the 5th and 6th Circle

Bastion Rolero

Bastión Rolero has been translating articles from the Alexandrian into Spanish:

You can find the original versions of these articles in Gamemastery 101.

 

ptg*ptb

Places to Go, People to Be, a French RPG ‘zine, has published Structures de jeu 1-2-3, which is a translation of the first three parts of my series on Game Structures. (The original version can be found here.)

They’ve also told me that we can expect translations of Chapters 4-8 within the next few months.

You can check out previous PTGPTB translations of Alexandrian content here and here.


JUSTIN ALEXANDER About - Bibliography
Acting Resume

ROLEPLAYING GAMES Gamemastery 101
RPG Scenarios
RPG Cheat Sheets
RPG Miscellaneous
Dungeons & Dragons
Ptolus: Shadow of the Spire

Alexandrian Auxiliary
Check These Out
Essays
Other Games
Reviews
Shakespeare Sunday
Thoughts of the Day
Videos

Patrons
Open Game License

BlueskyMastodonTwitter

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.