Gwathren Societui is a dark cult that worship the Qlippoth lord, Isph-Aun-Vuln
Isph-Aun-Vuln’s Cult
Isph-Aun-Vuln is perhaps the most powerful of the qlippoth lords, so it should come as no surprise that her cult is the most widespread among mortals on hundreds of different worlds throughout the Material Plane. Many who pay homage to Isph-Aun-Vuln, who is often referred to only as the Feaster Within, do so without knowing fully what sort of entity they worship, and only follow the commands of a charismatic but insane cult leader. In many cases, such leaders have been dominated or otherwise mentally controlled by Isph-Aun-Vuln so often that they have lost all remnants of their previous personalities. Isph-Aun-Vuln’s worshipers venerate her amid standing stones perched on the edges of towering cliffs or rugged, windscoured mountain tops, and sacrifices to the demigoddess generally involve using magic to hurl a victim into the sky, where it is buffeted by winds before being allowed to fall to the earth below, broken and ruined.
Isph-Aun-Vuln’s holy symbol is a rune within a cloud of tentacles, and her favored weapon is the longbow. She grants access to the domains of Air, Chaos, Evil, and Trickery, and to the subdomains of Deception, Fear, Venom, and Wind.
Orraztil of the Blackwaeave
Elf Wizard, Conjurer 9; CR: 7; XP: 4,800; Elf wizard, conjurer 9 Align: CG; Medium humanoid (elf)
Init: +7; Senses: Low-light Vision, Perception +2
DEFENSE: ( ) = buffed; AC: 14 (18); TAC: 13 (13); FFAC: 11 (15); HD: 9d6+18+9+9; HP: 70; Saves: For: +8, Ref: +9, Will: +9; ; +2 saves vs. enchantments, Immune: sleep
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +3 (1d6-1/x2); Ranged: light crosswbow +7 (1d8/19-20); Space: ; Reach: ;
Special Attacks:
Spell-Like Abilities:
9/day - shift
Wizard Spells Prepared: (CL 1st, concentration +15), +2 on CL checks to overcome SR
5th - 2+1 - summon monster V B, cone of cold (DC 22), cloudkill (DC 23)
4th - 3+1 - summon monster IV B, fire shield, black tentacles, wall of fire
3rd - 4+1 - summon monster III B, fireball (DC 20), fly, gloomblind bolts (DC 21), stinking cloud (DC 21)
2nd - 5+1- summon monster IIB (2), glitterdust (DC 20), mirror image, stone call (DC 20)
1st - 5+1+1 - mage armorB, summon monster I, color spray (DC 18), magic missile (3), shield
0 (at will) - 4 - acid splash, detect magic, read magic, light
Specialty School: conjuration Opposition Schools: enchantment, necromancy
Statistics: Str: 8; Dex: 16; Con: 14; Int: 25; Wis: 10; Cha: 13; BAB: +4; CMB: +3; CMD: 16
Feats: Scribe ScrollB, Spell Focus (conjuration), Augment Summoning, Improved Initiative, Craft Wondrous Items, Toughness, Superior Summoning
Skills: Wizard (2+Int): Appraise (Int)(c), Craft ( ) (I)(c), Fly (D)(c) +16, Knowledge (Arcana) (I*)(c) +18, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c) +18, Knowledge (Religion) (I*)(c) +9, Linguistics (I*)(c) +18, Perception (W) +2, Profession ( ) (W*)(c), Spellcraft (I*)(c) +18 Racial Modifiers: +2 Perception,+2 Spellcraft when Identifying
Special Abilities:
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Languages: Common, Elven, Aklo, Aquan, Auran, Ignan, Abyssal, Infernal, Terran, Draconic, Sylvan, Celestial, Necril, Gnome, Giant, Dwarf
Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons), wizard (arcane bond (amulet), arcane school, cantrips, Scribe Scroll)
Environment:
Organization:
Treasure: NPC Gear (Spellbook (1st - Air Bubble (conj), Alarm, Animate Rope, Burning Hands, Color Spray, Comprehend Languages, Cultural Adaptation, Expeditious Retreat, Grease (conj), Identify, Icicle Dagger (conj), Mage Armor (conj), Magic Missile, Magic Weapon, Mount (conj), Obscuring Mist (conj), Shield, Summon Monster I (conj), Unseen Servant (conj); 2nd - Bear's Endurance, Communal Mount, Create Pit, Glitterdust, Stone Call, Fox's Cunning, Invisibility, Mirror Image, See Invisibility, Spider Climb, Summon Monster II, Summon Swarm; 3rd - Dispel Magic, Fireball, Fly, Gaseous Form, Gloomblind Bolts, Lightning Bolt, Stinking Cloud, Summon Monster III, 4th - Black Tentacles, Dimension Door, Enervation, Fire Shield, Summon Monster IV, Wall of Fire, 5th - Cloudkill, Cone of Cold, Summon Monster V, Wall of Stone), Scrolls - 1st - comprehend languages, cultural adaptation, expeditious retreat, grease, mage armor, mount, obscuring mist, 2nd - fox's cunning, glitterdust (3), invisibility, see invisibility (5), stone call (2), summon swarm, 3rd - dispel magic (2), gaseous form, gloomblind bolts, 4th - dimension door, wall of fire, 5th - wall of stone (2)), potion of cure moderate wounds (2), cloak of resistance +3, amulet of natural armor +1, +4 belt of mighty constitution, +6 headband of vast intelligence (Knowledge (religion), spectacles of understanding, pearl of power - 1st), 505gp
4
Elf Wizard, Conjurer 5; CR: 4; XP: 1,200; Elf wizard, conjurer 5 Align: CG; Medium humanoid (elf)
Init: +7; Senses: Low-light Vision, Perception +2
DEFENSE: ( ) = buffed; AC: 14 (18); TAC: 13 (13); FFAC: 11 (15); HD: 5d6+5; HP: 25; Saves: For: +2, Ref: +5, Will: +5; ; +2 saves vs. enchantments, Immune: sleep
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +1 (1d6-1/x2); Ranged: light crosswbow +5 (1d8/19-20); Space: ; Reach: ;
Special Attacks:
Spell-Like Abilities:
9/day - shift
Wizard Spells Prepared: (CL 1st, concentration +10), +2 on CL checks to overcome SR
3rd - 2+1 - summon monster III B, fireball (DC 18), gloomblind bolts (DC 19)
2nd - 3+1- summon monster IIB (2), stone call (DC 18), summon swarm
1st - 4+1 - mage armorB, summon monster I (2), color spray (DC 16)
0 (at will) - 4 - acid splash, detect magic, read magic, light
Specialty School: conjuration Opposition Schools: enchantment, necromancy
Statistics: Str: 8; Dex: 16; Con: 10; Int: 20; Wis: 10; Cha: 13; BAB: +2; CMB: +1; CMD: 14
Feats: Scribe ScrollB, Spell Focus (conjuration), Augment Summoning, Improved Initiative, Craft Wondrous Items
Skills: Wizard (2+Int): Appraise (Int)(c), Craft ( ) (I)(c), Fly (D)(c) +12, Knowledge (Arcana) (I*)(c) +13, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c) +13, Knowledge (Religion) (I*)(c) +9, Linguistics (I*)(c) +13, Perception (W) +2, Profession ( ) (W*)(c), Spellcraft (I*)(c) +13 Racial Modifiers: +2 Perception,+2 Spellcraft when Identifying
Special Abilities:
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Languages: Common, Elven, Aklo, Aquan, Auran, Ignan, Abyssal, Infernal, Terran, Draconic, Sylvan
Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons), wizard (arcane bond (amulet), arcane school, cantrips, Scribe Scroll)
Environment:
Organization:
Treasure: NPC Gear (Spellbook (1st - Air Bubble (conj), Alarm, Animate Rope, Burning Hands, Color Spray, Comprehend Languages, Cultural Adaptation, Expeditious Retreat, Grease (conj), Identify, Icicle Dagger (conj), Mage Armor (conj), Magic Missile, Magic Weapon, Mount (conj), Obscuring Mist (conj), Summon Monster I (conj), Unseen Servant (conj); 2nd - Create Pit, Glitterdust, Stone Call, Fox's Cunning, Summon Monster II, Summon Swarm; 3rd - Dispel Magic, Fireball, Gloomblind Bolts, Summon Monster III), Scrolls - 1st - comprehend languages, cultural adaptation, expeditious retreat, grease, mage armor, mount, obscuring mist, 2nd - fox's cunning, glitterdust (30), stone call (2), summon swarm, 3rd - dispel magic (2), gloomblind bolts), potion of cure moderate wounds (2), cloak of resistance +1, amulet of natural armor +1, +2 headband of vast intelligence (Knowledge (religion), 105gp
Master Larrash - leader of a band of archers known as the Tendrils of Fate
Elf Fighter, Level 08; CR: 7; Elven fighter (archer) 8 XP: 3,200; Align: CE; Humanoid (elf)
Init: +2; Senses: Low-light Vision; Perception +3
DEFENSE: AC: 19; TAC: 12; FFAC: 17; HD: 8d10+8+8; HP: 65; Saves: For: +8, Ref: +5, Will: +2; +2 saves vs. enchantments, Immune: sleep
OFFENSE: Speed: 20 ft.; Melee: masterwork longsword +11/+6 (1d8+2/19-20); Ranged: +2 composite longbow +15/+10 (1d8+7/x3) with Rapid Shot +13/+13/+7 (1d8+7/x3) within 30 ft. +2 composite longbow +16/+11 (1d8 +8/x3) with Rapid Shot +14/+14/+9 (1d8+8/x3) ; Space: ; Reach: ; Special Attacks: Deadly Aim -1 to attack, +2 to damage, Manyshot;
Spell-Like Abilities: ;
Statistics: Str: 15; Dex: 17; Con: 12; Int: 12; Wis: 8; Cha: 12; BAB: +8/+3; CMB: +11; CMD: 24
Feats: Combat Reflexes, Deadly Aim, Manyshot, Point Blank Master, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Skills: Fighter (2+Int): Climb (S)(c) +13, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c) +12, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Perception (W) +3, Profession ( ) (W*)(c), Ride (D)(c) +13, Swim (S)(c); Racial Modifiers: +2 Perception, +2 Spellcraft when identifying
Special Abilities:
Expert Archer (Ex): At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th.
Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.
Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).
Languages: Common, Elven
Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons), expert archer, hawkeye, trick shot (disarm, feint)
Environment:
Organization:
Treasure: NPC Gear (+1 breastplate, masterwork longsword, +2 composite longbow (+2), cloak of resistance +1, potion of cat's grace (2), potion of cure moderate wounds (2), potion of gravity bow, arrows (20)), 815 gp
12
Elf Fighter, Level 05; CR: 4; Elven fighter (archer) 5 XP: 1,200; Align: CG; Humanoid (elf)
Init: +2; Senses: Low-light Vision; Perception +2
DEFENSE: AC: 18; TAC: 12; FFAC: 16; HD: 5d10+5+5; HP: 42; Saves: For: +5, Ref: +3, Will: +0; +2 saves vs. enchantments, Immune: sleep
OFFENSE: Speed: 20 ft.; Melee: masterwork longsword +8 (1d8+2/19-20); Ranged: masterwork composite longbow +11 (1d8 +5/x3) with Rapid Shot +9/+9 (1d8+5/x3) within 30 ft. masterwork composite longbow +12 (1d8 +6/x3) with Rapid Shot +10/+10 (1d8+6/x3) ; Space: ; Reach: ; Special Attacks: ;
Spell-Like Abilities: ;
Statistics: Str: 15; Dex: 16; Con: 12; Int: 12; Wis: 8; Cha: 12; BAB: +5; CMB: +7; CMD: 19
Feats: Point Blank Master, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Skills: Fighter (2+Int): Climb (S)(c) +10, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c) +9, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Perception (W) +2, Profession ( ) (W*)(c), Ride (D)(c) +10, Swim (S)(c); Racial Modifiers: +2 Perception, +2 Spellcraft when identifying
Special Abilities:
Expert Archer (Ex): At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th.
Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.
Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).
Languages: Common, Elven
Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons), expert archer, hawkeye, trick shot (disarm)
Environment:
Organization:
Treasure: NPC Gear (breastplate, masterwork longsword, masterwork composite longbow (+2), potion of cat's grace (2), potion of cure light wounds (2), potion of gravity bow, arrows (20)), 215 gp
Kerristil of the Light
High Wizard of Fineral