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2008-10-20, 01:22 AM
The Lost Cathedral of Aerin'al Hauri

"I have seen the work of the gods."
--The Journal of Oriah Perth, Dwarven Archaeologist

One of the oddest wonders of history is that of the Lost Cathedral of Aerin'al Hauri (AER-in-(g)ul ohw-REE), a temple devoted to the goddess of the skies that disappeared during an unexplained storm. It has turned up in the legends of most cultures since and has brought the religion of Aerin'al to the Material Plane. Despite its multiple appearances throughout history, the location of the Cathedral remains unknown. Many have speculated that the goddess herself keeps it hidden from all but the most devout or adventurous disciples but the truth is much more complex. The Cathedral is anchored to its location by its Shadow and Ethereal counterparts and remains unreachable except through divine intervention or miraculous luck. Those who find her often cannot remember the methods they used to do so and even if they should remember, the same method is not likely to work more than once.

Of the few parties who have discovered her, all are in agreement about a few things. First, the Lost Cathedral of Aerin'al greatest feature is its beauty. It is a gem of architectural technique, arcane mastery and divine symbology. Its empty halls are always filled with the soft songs of angels and an ethereal light that glides along the walls like a reflection from a disturbed pool. Less known and rarely documented are descriptions of the Cathedral's heart; miles of halls lined with the tombs of Aerin'al's dead heroes that dart between well-guarded vaults filled with the sacred treasures of the air goddess are all hidden in dimensional distortions within the walls.

Of course, that any reports of the location exist at all is a wonder. Outside, the lights and songs of Aerin'al do not penetrate the darkness. The building lies buried beneath alien rock on the Material Plane, far below even the deepest tunnels of the drow and dueregar. Hundreds of miles of rocky outcroppings filled with shrieking gales and lurking abominations form a near-impenetrable labyrinth surrounding the temple. At the farthest edges of the maze lie chaotic tears leading to the Elemental Plane of Air and the Hauri Kingdom, the Cathedral's former home.

Table of Contents
History (http://www.giantitp.com/forums/showthread.php?p=5138962&posted=1#post5138962)
a) Centuries Ago...
b) The Loss
c) Present Day
Discovery (http://www.giantitp.com/forums/showthread.php?p=5138966&posted=1#post5138966)
The Labyrinth (http://www.giantitp.com/forums/showthread.php?p=5138973#post5138973)
a) Arrival
b) Navigation
c) Winds
d) Magic
e) Traps
f) Sustenance
The Lost Cathedral (http://www.giantitp.com/forums/showthread.php?p=5138983&posted=1#post5138983)
a) The Silent Plain
b) The Lost Cathedral of Aerin'al Hauri
c) Entrance and Interior
d) Anterooms
e) Clerics' Quarters
f) The Six Spires
g) The Nave
The Vaults of Aerin'al (http://www.giantitp.com/forums/showthread.php?p=5138983&posted=1#post5138983)
a) The Vaults
b) Tables
Creatures (http://www.giantitp.com/forums/showthread.php?p=5138984&posted=1#post5138984)
a) Aerin'al Angel
b) Living Song
c) Shrieker Swarm
d) Half-Elemental Template
Treasure (http://www.giantitp.com/forums/showthread.php?p=5138989&posted=1#post5138989)
a) Aerin'al Instruments
b) The Sword of Might
c) The Staff of Winds
d) The Blades of Engrad
e) Quall's Feather Token - Dice
f) Experience

Aerin'al is the goddess of the skies, the Elemental Plane of Air, raptorans and music. She is often portrayed as a feathered elderly woman borne aloft by clouds. She favors freedom, both of the body and the mind, and looks for a similar trait in her followers. Her symbols are a white feather, one of her angelic avatars and a shortspear inscribed with musical notation.

Domains: Air, Light, Music, Freedom
Favored Weapon: Shortspear
Alignment: Neutral Good

2008-10-20, 01:24 AM
"It's a myth, nothing more."
--Noted Human Scholar, Dennal Brown

Centuries Ago...
...on the Elemental Plane of Air, Ennessa Hauri, the half-air elemental king, invited a waundering magician into his kingdom. After entertaining him, the king took the magician aside and asked him to build a palace fit to serve as a symbol for all of Hauri, describing magnificent floating palace of impressive size and design with walls of liquid crystal and ivory, millions of spires bending the winds to produce music and rings of protective gales surrounding the intricate structure. The king saved most important detail for last. He explained that the palace must have at its heart a cathedral devoted to Aerin'al, the goddess of the skies; one to shame any other in all creation. "As I cannot imagine such a thing," the king advised, "I leave the work to your capable mind."

Intrigued, the magician agreed to the work and again set off on his travels. He studied the architecture of the dwarves, the glasswork of the City of Brass, the tumult of the Elemental Storm and temples of every creed and religion. He wandered for years, compiling books of information on the necessary measurements, materials, enchantments, protections, designs, et cetera while gathering an army of architects, arcanists, engineers and construction specialists of all varieties. Finally, eleven years after accepting Hauri's offer, he set to work.

The construction took more than fifty years to complete. When it was finished, the king surveyed the palace and found every detail to his liking. The magician, exhausted from his endeavor, asked the king for one favor: that he be laid to rest inside the cathedral that he had devoted much of his life to build. Hauri gave this much thought but ultimately decided against it, believing it would defile the temple's sanctity. He tried to negotiate with the magician, offering him a place in the royal vault or the catacombs reserved for legendary warriors, but the magician was adamant. Within the year, the magician was dead and the two had still not come to an agreement. The king laid the body to rest in the catacombs, believing it to be the best course. The king passed away years later, believing that he had given his kingdom the greatest treasure in the multiverse.

On the sixty-first anniversary of the magician's death, immense clouds gathered around the palace. Hundreds of thousands of the meticulous spires shattered in unison, causing a splintered note to reverberate through the kingdom as inexplicable gales and lightning strikes laid siege to the palace. By midday, it lay in near ruins.

Recovery work took weeks to restore the palace to a functioning order. Among the many noted structural changes, the most obvious was that the center of the palace now a housed a ruined hall--one that no one could remember a single thing about. Indeed, all memory of the Cathedral disappeared with the storm.

No one among the king's court could divine any information about the storm or the palace's heart. While some servants almost remembered events of something both grand and horrible; and others had nightmares of terrible gales, beautiful cathedrals and vengeance demons, their concerns were dismissed as further effects of the storm. Over the years, the palace was restored to a fraction of its former glory and the ruined hall, considered an undesired monument by many, was cordoned off and hasn't been acknowledged since.

The Loss
The storm that took the Cathedral from the Plane of Air was conjured by the Magician who built it. Angered that his last request in life was ignored, his restless spirit lingered in the catacombs, plotting to reclaim his masterwork from the Hauri lineage. After many years of scheming and dealing with extraplanar entities, he completed his plan to move the Cathedral to the Material Plane and hiding it in the unreachable depths, an added precaution against the Aurans.

Not satisfied with just stealing the Cathedral, the Magician decided to completely wipe it from Auran and Hauri history. No matter how he tried, he could not conceive of a plausible way to wipe the memories of an entire nation. Frustrated but unrelenting, he forced himself to barter with Olidamarra. The deal he offered was that the god would take the memories of the Hauri Kingdom in exchange for having the hidden temple rededicated in the Trickster's name. Intrigued by the devilish ploy, Olidamarra agreed and when the Magician attacked the palace, the Laughing God wiped the memories of the Cathedral from every Auran mind. Ever the trickster though, Olidimarra immediately turned on the Magician, going to Aerin'al in the guise of Obad-Hai and revealing the plot to her along with the Cathedral and its creator's current location.

Angered by this news, she appeared at the temple unknowingly followed by Olidimarra. As the trickster hid in the shadows, the goddess tormented the Magician. Just as she was about to destroy him, she reagined her composure and instead imprisoned him in the Cathedral's walls, condemning him to improve the temple during his every waking hour and threatening him under pain of eternal torment that he was never to leave the sanctuary he had built.

When Aerin'al departed, Olidamarra came forth demanded that the Magician uphold his end of the bargain. Bound by his sentence from Aerin'al, the Magician could not comply with the god and began to beg for mercy. Silently laughing, the Trickster told the Magician that he was moved by his pleas and would spare his existence but as rightful punishment that he would be forever cursed with the memories stolen from the Hauri. The Magician humbly agreed and Olidamarra departed.

The Magician has toiled under his madness ever since, using the innumerable memories of the Hauri to aid in the construction of the Cathedral's many additions. He never notices the visitors to the Cathedral. He just keeps working silently, slowly incorporating his insanity into the temple's design.

Present Day
Today, the Lost Cathedral of Aerin'al Hauri is widely believed to be little more than a myth. Scholars tend to stumble across a reference or two to it in historical texts but few take them at face value. Among those who take the legends seriously, few manage to piece together more than a couple of facts about it. Even spellcasters cannot divine the truth to its existence; all but the most powerful divination spells fail to work when asked about Aerin'al.

2008-10-20, 01:25 AM
"...and suddenly, my eyes were opened. I saw the hand of Aerin'al moving the threads of my life in subtle ways, leading me to this point. In that moment, all of my blind reverence for Obad-Hai fled and I felt dwarfed by the glorious skies..."
--The Testimony of Freidmonte, Half-Elf Ranger and Recent Convert

To discover information about the Lost Cathedral, a DC 35 Gather Information check must be made in a libarary with access to ancient historical accounts or mythologies. Beating the DC by five or more reveals the need to be in the Hauri Kingdom or another piece of information pertinent to finding the temple.

Dedicated study of the legends of Aerin'al Hauri reveals that the only known method of intentionally gaining entry into the Labyrinth is to show humility before the goddess of the skies herself while in her favored domain. It is not detailed in any history how one is supposed to do this but a Bardic Knowledge or Knowledge (History) check that beats a DC 30 will reveal that the latest successful expedition to the labyrinth started when a team of dwarven archaeologists turned prized documents about the history of the Hauri Palace over to the Church of Aerin'al free of fee or obligation. Other examples include bringing fugitive enemies of the church to the goddess' avatars for judgment, arranging peace between the Hauri Kingdom and one its opponents and genuine conversion.

Within a week after the proper respects have been paid, an old raptoran female will approach one of the party's members with an odd riddle. The answer to the riddle is irrelevant; what matters is how the individual treats the raptoran. If he treats her kindly, the party will awaken the next day in the middle of the Aerin'al labyrinth and unbeknownst to them, with a +2 sacred bonus to their AC and saves which lasts as long as they remain in the labyrinth. If he treats her with indifference, the party awakes the next morning on an outer edge of the labyrinth with a -1 penalty to their saves and AC. If he refuses to answer the riddle or treats her harshly, the party awakens in the labyrinth with a -2 penalty to all saves and AC and between two hostile camps of creatures. Each camp has an overall CR of two higher than the party's average ECL. Furthermore, the offending individual must make a Fort save every day while in the labyrinth or take one point of Constitution damage (to a minimum of 1) which cannot be healed magically nor naturally until he leaves the labyrinth. A Knowledge (Religion) check that beats a DC of 25 reveals that raptorans are the favored race of Aerin'al and that most clerics of the goddess are raptorans.

Despite these intensive measures, several parties have unexplainedly found themselves in the Labyrinth. A DC 35 Knowledge (History) check will reveal that each of these "lucky" parties had at least one devout practitioner of Olidamarra in them. No one knows how or why Olidamarra chooses the parties he sends into the Labyrinth but it is hinted that experienced temple raiders are more likely to fall victim the Laughing God's whim.

2008-10-20, 01:27 AM
The Labyrinth:
"Those were the most hellish nights of any of our lives. The howls of the wind, the bitter cold and feral beasts...I think I may have truly lost my mind at one point. I do not fear what comes next."
--The Dying Words of Urgoth Shimmerflame, Dwarven Adventurer

Upon arrival in the labyrinth, most people are disoriented and overwhelmed. The darkness, bitter cold and deafening winds assault the senses at once and even those with keen vision and concentration cannot orient themselves at first against the chaotic terrain. A DC 15 Knowledge (The Planes) check will reveal that an individual is no longer on the Elemental Plane of Air and a DC 30 check will reveal that they are on the Material Plane.

Navigating the labyrinth is a dangerous but inevitable gambit. The terrain is harsh, the elements unforgiving and the creatures are either holy guardians testing the worth of those seeking the Cathedral or twisted abominations seeking to maim and feed. (Random encounters for the labyrinth can be found in the Creatures section.) In order to successfully traverse the labyrinth, the party must make a DC 30 Survival check every six hours of travel time or become lost. Three failed checks in a row negate a day's worth of progress. Any party lost in the labyrinth for more than a week suffers an increasing 10% chance each day to spontaneously find themselves transported to a random place on the Elemental Plane of Air. While most divination spells do not work on Aerin'al Hauri, certain divinations such as Find the Path cast inside the labyrinth will reveal the quickest or safest route to the Cathedral, preventing the need for Survival checks to avoid getting lost.

The labyrinth is seventy-five miles wide at its widest and moving at optimal speeds, a party can traverse the longest, most direct path to the Cathedral in a week under ideal conditions (though various obstructions tend to make this longer.) The labyrinth is mostly uniform with paths chaotically encircling a half-mile-diameter central plain housing the Cathedral. With the exception of the tears at the outer edges, planar travel and teleportation does not work within the bounds of the labyrinth. (This means that interdimensional items like Bags of Holding and Haversacks do not function.)

Of all of the obstructions in the party's path, the constant winds can prove to be the most troublesome. No matter which direction the party moves, the winds fight against them, slowing movement to half speed (minimum 10 ft.) and hindering all ranged attacks, imposing a -2 penalty on them.

Once an hour, hurricane-force winds blast through the labyrinth, sending debris and small creatures flying. Every hour, the party must make Reflex saves (DC 19) to avoid the flying rocks and debris, which deals 5d6 damage (a successful save halves this damage.) Furthermore, all small or smaller creatures must make DC 15 Strength checks at the same time or be knocked down and dragged across the jagged rocks, taking 3d6 damage and moving 15 feet back each round they fail to make the check. If they fail 3 consecutive times, the wind drives them into a wall, dealing an additional 3d6 damage and reducing their movement speed by half for an hour (minimum 10 feet.) Creatures carried by Medium or larger creatures are immune to this effect, though they are still susceptible to the debris.

Items weighing less than 20 lbs. that are dropped are instantly carried away by the wind. To recover such an item takes an hour and a DC 40 Search check. After an hour, the item cannot be intentionally recovered, though there is a 1% chance that it will eventually blow across the party's path later on.

Clerics with the Air domain are immune to these problems as are all designated allies within twenty feet of them.

On the outer edges of the labyrinth, especially near the planar tears, are areas of Wild Magic. All spells cast within a mile of a planar tear have a fifty percent chance of working normally, a twenty percent chance of being enhanced (CL +2), a twenty percent chance of being impeded (-2 CL) and a ten percent chance of being Wildcast. A Wildcast spell does not act as the cast spell at all. To determine the effects of a Wildcast spell, roll on the table of effects for the Rod of Wonder. Conversely, all spells with the [Air] descriptor are automatically enhanced without the need to roll.

Closer to the center of the labyrinth are spheres of pure vacuum. These areas deal 2d6 cold damage and 2d6 unnamed damage to every creature within them each round. A successful Reflex save (DC 21) halves this damage. These areas are impossible to Spot, but a DC 25 Listen check can pick them out from up to 20 feet away. In addition to these miniature vacuums, a powerful divine field surrounds the Cathedral. The closer evil creatures get to it, the stronger its effect becomes. Any individuals with alignments opposing Aerin'al's (Any Evil) that come within 10 miles of the Cathedral must make a Will save (DC 25) each day or take 1 point of Wisdom damage which cannot be healed while in the labyrinth (to a minimum of 1.) Any creature reduced to 1 Wisdom by this effect instantly Rages, seeking to destroy the Cathedral even at great cost to themselves.

The majority of the labyrinth is trap-free save for what the roving bands of creatures may set near their settlements. The exception to this rule lies in the one mile band surrounding the Cathedral. Several types of trap litter the crevasses and entrances to the center of the maze.

Crushing Wall Trap (http://www.d20srd.org/srd/traps.htm#cr10CrushingWallTrap)

The sides of the labyrinth corridors slam together, smashing creatures and items together.

CR 10; mechanical; location trigger; automatic reset; no attack roll required (18d6, crush); Search DC 20; Disable Device DC 25.

Sonic Arrows Trap

The trap looks like normal ground until someone attempts to travel across it. The air spins itself into several points and tears at anyone in the area.

CR 10; magical; location trigger; automatic reset; multiple, random targets; +10 touch attacks (3d6 sonic, 20 arrows); Search DC 19; Disable Device DC 26.

Defenestrating Curse Trap

The winds of the Labyrinth grow in strength, lifting you off of your feet and slamming you into obstacles.

Individuals affected by this trap are hurled into nearby walls every 1d4 rounds (taking 2d6 falling damage each time) until the effect is dispelled or they are unconscious. The effect resumes if they regain consciousness while still in the labyrinth.

CR 10; magical; proximity trigger (Alarm); automatic reset; spell-like effect (Alter Gravity, 15th level wizard, DC 21 Will save negates); Search DC 24; Disable Device DC 29.

Gust of Wind Spell Trigger

A sudden wind blows across the rocky outcroppings. The whistles and noises coming from the jagged rocks seem to form coherent words just before a wave of fire erupts.

CR 10; magical; proximity trigger (Alarm triggers Gust of Wind); automatic reset; multiple functions; single random spell effect (Fireball, Lightning Bolt, Summon Monster IX, Cone of Cold or Acid Fog 17th level wizard, DC 23 Reflex save for half damage on evocation, Acid Fog); Search DC 25; Disable Device DC 30.

Wail of the Banshee Trap (http://www.d20srd.org/srd/traps.htm#cr10WailoftheBansheeTrap)

This trap lies exclusively at the five entrances to the interior plain.

CR 10; magic device; proximity trigger (Alarm); automatic reset; spell effect (Wail of the Banshee, 17th-level wizard, DC 23 Fortitude save negates, -2 penalty for evil creatures); multiple targets (up to 17 creatures); Search DC 34; Disable Device DC 34.

All creatures in the labyrinth are either sustained by perverted arcane energies, the constant winds or by the will of their goddess. (Though many of the horrors still hunt and feed on other creatures, they do so more out of habit or malice than from need.) These forces rarely affect individuals seeking the Cathedral who must usually scavenge to stay alive.

A DC 25 Survival check each day procures enough water, moss and plant material to sustain a party. Areas closer to the center are more devoid of edible material, requiring a DC 30 check. Meat can only be acquired from fallen enemies and requires a DC 25 check from the Knowledge skill appropriate to the creature type to properly identify and cut. Meat taken haphazardly or from a failed check causes those who eat it to become sickened for a day (Fort save negated, DC 26).

2008-10-20, 01:30 AM
The Lost Cathedral
"Anyone seeking proof of Aerin'al's love should seek out the Lost Cathedral. No work like it could have been created in the name of a being unworthy of devotion."
--Aresh D'Voure, Elven Cleric of Aerin'al

The Silent Plain
Those emerging from the labyrinth into the interior plain first notice the silence. After days or weeks of travel in winds capable of drowning out shouts, the sound of complete silence has been known to be madenning. Further investigation reveals that the silence is not complete. Sound carries normally in the interior plain but most those acclimated to the noisy labyrinth have trouble hearing. Listen checks made for a full day after exiting the labyrinth are at a -5 penalty.

While getting used to the lack of noise, the eyes are drawn to a lance of gentle white light at the plain's center outlining a hovering building in the distance; the Cathedral. As one nears the light and the Cathedral itself, grooves in the plain's floor become more noticeable. A DC 35 Knowledge (Religion) or (History) check will reveal that the markings are holy symbols of the air goddess. A Detect Magic or similar spell reveals the markings to be responsible for the anti-evil abjurations emanating from the plain. As they cover such a large area, dispelling enough of them to cut an unimpeded path to the Cathedral would take a full day.

Unlike the labyrinth, planar travel and interdimensional storage is not hindered in the Silent Plain; access to Haversacks and the like is restored and all items stored within are accessible as normal. Teleportation within the Material Plane however is limited to the Silent Plain. Attempts to teleport into the labyrinth or beyond instantly fails and all teleporting individuals must make DC 22 Fortitude saves or take 20d6 nonlethal damage as they are shunted to another point on the Plain.

Aside from the arrays, no traps or creatures can be found on the plain. Furthermore, there is no evidence that anyone ever traversed the area; there are no footprints, worn paths or errant items to be found anywhere. Travel across the plain is unnerving, but completely uneventful.

The Lost Cathedral of Aerin'al Hauri
At the center of the Silent Plain floats the Lost Cathedral of Aerin'al Hauri. Six crystal spires jut out in the six cardinal directions (N-S-E-W and up/down) from a clouded spherical core. Lightning webs itself along the spires and traces lines through the Cathedral's walls. Every so often, the shimmery air and electric discharge merge to form images of words from the goddess' holy scriptures or symbols such as flocks of birds or feathers. Zephyrs flow across the clouded base, building to driving gales if creatures near the temple's walls. The lance of light visible from the labyrinth's exit emanates from the dark ceiling high above the Plain, passing directly through the Cathedral unimpeded and onto the ground.

Entrance and Interior
Entering the Cathedral can prove to be difficult for those who do not understand Auran architecture. A DC 15 Knowledge (Architecture and Engineering) or (Local) reveals that the light can be used to ascend to the Cathedral. Any individual inside the lance of light may float upwards along the beam. Doing so allows them to safely navigate the Cathedral's aura and pass through the outer walls into the interior. Alternate methods of ingress exist such as the use of teleportation or Fly spells, though the possibility of shunting for the former and damaging winds, electrical damage (1d6 damage per round while within twenty feet of the Cathedral's walls) plus the need for the Passwall spell for the latter make these poor options.

There are only four types of rooms in the Cathedral proper: the anterooms located along the immediate interior of the sphere set one to a spire, the winding galleries of the Spires themselves, the halls leading to the clerics' quarters packed between the anterooms along the core interior and the Great Hall, which takes up the entirety of the interior of the sphere.

Entering the Cathedral in the traditional manner brings the party into the cathedral's "southern" anteroom. It is a perfect, sky blue cube with six bowls in it; one at the center of each wall/floor/ceiling. Each bowl is full of water, though none ever spill their contents. Any attempts to remove the water from the bowls automatically fails as the water retracts from physical contact, even converting to vapor and fleeing across the room to avoid it altogether. White light emanates from the bowls and onto the surrounding walls, taking the pattern of light reflected off of turbulent water. No matter where the party goes in the Cathedral, the watery light follows them and acts as the primary light source.

Gravity in the Cathedral, like on the Elemental Plane of Air, is subjective; any of the six walls can be used as a floor. No matter how a person is oriented, they will always know which directions are which in relation to the outside world. On each of the walls are several Auran labeled arrays which glow when approached. When touched, they open a portal to the designated room which remains open until the party steps back through it.

Clerics' Quarters
The clerics' quarters are divided into dozens of blocs which are arranged based on the rank of the clerics housed. The blocs are evenly dispersed along the sphere's interior with closer proximity to a spire indicating a bloc's higher rank. The blocs contain three clerics' rooms each as well as a religious library and semi-private studies.

All of the rooms within a bloc are locked and connected to each other through mutual studies or wide hallways which allow for unhampered three-dimensional movement. The blocs do not connect to each other except through the anterooms. Opening a locked room requires an Open Lock check of 25 or lower or a Strength check of 20 to break the door. The average cleric's room contains little of worth as do the libraries which are stocked with records of the church's history and common books on religious studies. (If the party returns a set of records to the Hauri Kingdom, they are rewarded 1,000 gp by the royal libraries, though they may have trouble explaining the scrolls' origins.)

The blocs housing the higher ranking clerics' quarters (one bloc per spire) are different from their lower ranked counterparts. Their libraries are better stocked, but attempts to remove books, scrolls or records from the area fail as the materials teleport themselves back to their original position automatically. Studies are lit by permanent sunrods which activate when they detect creatures nearby. The entire bloc is under constant Consecrate and Protection from Evil effects emanating from the arrays etched into the crystal walls.

Investigating the quarters of one of the hierarchical clerics reveals a perfectly preserved body lying on the bed. In fact, in every room of the bloc, clerics lie dead (but well-preserved) in their quarters. Though dead, the bodies will react to any questions posed, answering as if affected by a Speak with Dead spell, though none will answer any questions about the storm or their deaths; their memories of these events do not exist and they do not realize they are dead. Furthermore, any creature capable of seeing invisible creatures can see the souls of the departed clerics roaming about the bloc, acting normally. These souls do not react to the party at all or even acknowledge their presence. Attempts to interact with the souls, even through interdimensional or ethereal effects, automatically fails as the magic of the Cathedral prevents the disruption.

In addition to the normal clerical accouterments, each hierarch's room contains one minor magical item (usually a +1 shortspear), a masterwork instrument and 2d4 x 100 gp worth of gems. Unlike the library, these items may be taken from the area with no magical obstacle.

The Six Spires
The six spires extending from the Cathedral's base exemplify the six virtues of the Aerin'al faith: freedom, clarity and strength of the body and mind. (Each virtue corresponds to a mental or physical attribute: freedom, strength and clarity of the body are Dexterity, Strength and Constitution respectively while freedom, strength and clarity of the mind are Intelligence, Charisma and Wisdom.) Engraved on the walls of each spire are passages, hymns and meditations on the associated virtue.

Each spire is made of a translucent liquid crystal that responds to touch. If left alone, the crystal winds around a central hallway and patterns itself in many different ways, changing at random intervals. No matter what form it takes overall, it keeps its engravings intact. When touched by a creature with an Intelligence score of three or more, the crystal will take different forms dependent on the spire and the mind or soul of the creature touching it. The closer a creature gets to the spire's point, the stronger or more complex the form becomes. At the very tip of each spire sits a platform. When touched, it creates a perfect opponent for the creature who touched it, symbolic of an obstacle in their life related to the spire's virtue. For example, a barbarian who touches the platform in the mental clarity spire may have to face down a rabid beast who exemplifies the barbarian's blind reliance on sheer strength to win battles as opposed to considering other options open to him. Likewise, a wizard in the clarity of body spire may have to face a toxic elemental which slowly poisons him, symbolizing the how magic is twisting his body in dangerous ways.

This opponent can only affect and is only affected by the creature that created it. Any creature who successfully defeats its opponent and understands the message inherent in the fight permanently gains a +1 unnamed bonus to the relevant ability score. A creature may only ever gain one such boon, though they may learn from the spires' fights as many times as they wish.

The Nave
Upon first entering the central hall, party members are blinded not by beauty but by the insane complexity of the room. Arcane and divine arrays commingle and merge in chaotic fashion on every wall, structures and statues arise from random points and melt together, sacred ornamentation lays strewn about the room in alien displays. Even the light following the party is odd and distorted in this room, growing jagged and darker in certain areas. Traversing the room is dangerous; the arrays drawn on the walls release explosive bursts of air when touched, dealing 2d4 sonic damage. For every fifteen feet moved, a DC 20 Balance check is needed or the PC triggers one of the arrays. Should players try to cross the room by floating through the interior, they must make the same Balance checks at a -10 penalty or risk hitting invisible ley lines which deal 3d6 electricity damage.

A DC 19 Intelligence check reveals a method to the room's madness: everything is arranged in relation to a font on the bottom-oriented wall. As players near it, a series of disembodied and discordant noises become audible, slowly harmonizing to form a beautiful melody with a single flaw. The musical notation for the song is inscribed on the base of the font. A DC 20 Knowledge (Religion) check reveals the song to be one of Aerin'al's most renowned. Performing the song correctly (with a DC 12 Perform [Singing] check) causes the font to spring to life, spewing a black liquid high into the room. Players in the nave must make a Reflex save (DC 18) or be covered in the liquid, taking a -4 penalty on all rolls until they spend two consecutive full-round actions cleaning it off. Before they can react though, The portions of the liquid that touched the arrays on the walls begin to move. A deafening blast sounds as 2d4 Living Songs form from the liquid and charge the party.

Two rounds later, the font bursts again, filling the room with a luminescent white vapor that coalesces into a perverted angelic form: a feral Aerin'al Angel. (Treat as a typical angel except for the following: Str +6, Con +6, Int -10, Will -2, AC -4, cannot use its Battle Hymn ability.) The angel acts as if affected by the Confusion spell, though it will obey the orders of a follower of Aerin'al that succeeds on an opposed Diplomacy check against it. If slain, the angel reverts to its gaseous state and retreats to the font, opening a gate to the Vaults of Aerin'al and retreating there until it can rejuvenate itself and attack the party. If the angel is healed of its affliction instead, it answers the questions of its healer, tells him of recent works of the mad Magician and escorts the party to the Vaults as a show of gratitude.

2008-10-20, 01:31 AM
The Vaults of Aerin'al
"I carry her song in my heart. I wish that you may one day find the same joy and honor as I have."
--Tira Engrad, Paladin and First Martyr of Aerin'al Addressing Her Captors

Shortly after leaving the Magician to his work, Olidamarra created the Labyrinth as it currently exists and introduced it to its first victim: an elven bard. Guided by Olidamarra's (in)direction, the bard made it to the Cathedral and discovered the Magician toiling away. Moved by pity, he did everything he could think of to snap the Magician out of his fervor, but nothing worked. After exhausting his resources, the bard left the Cathedral and spread news of the temple and its goddess to the elven nation. He died without realizing how profoundly he had affected the Magician. Haunted by the bard's songs and the memories of the Hauri worshiping services, the Magician was inspired to make the ultimate addition to the Cathedral: a storehouse for the relics of Aerin'al hidden in the Cathedral's counterpart!

The Vaults of Aerin'al are the end result of the Magician's endeavor. Composed of tightly woven ethereal and shadow matter, the Vaults create a third transitive plane within the Cathedral's walls. While the plane mirrors the Material in most aspects, creatures with souls project their inner nature onto their surrounding environment though the basic geometry and contents of the Vaults remain unaffected by the projections. With the exception of soulless entities who percieve no change from the Material, no two descriptions of the Vaults are the same.

Unlike most planes, the Vaults are limited to the Cathedral and its immediate surroundings. Attempts to travel into the Labyrinth or beyond while in the Vaults result in permanent psychosis (no save) as the traveler's body and soul drift irreparably apart. Of course, there's enough in the Cathedral to keep most busy for weeks. The eponymous Vaults are hidden in the planar material and require a Search check to find. The DC for this check is equal to 20 plus the number of Vaults discovered x 3. As the players learn where the Vaults are located, the plane makes them harder to find until it becomes impossible to discover another.

The plane's oddest trait is its reaction to music. The Vaults seem eager to warp and reform themselves to the will of an adequately talented musician. By making a Perform check tied to music, a character may replicate a Conjuration (Creation) or (Summoning) spell of 1/4 of the Perform check in level but no higher than half their ECL. Alternatively, a character may make a Perform check to reveal the location of the nearest or a particular Vault. (Note: It is impossible to discover a Vault if the character could not find it by Searching normally.) Degree of success is determined by the table below. They may do either of these actions each a number of times per day equal to their Charisma modifier so long as they are in the Vaults.

{table=head]DC|Proximity Result|Specific Vault Result
15| You know in which direction to Search.|You know in which direction to Search.
20| You know in which square to Search.|You know the distance to the Vault rounded to the nearest thirty feet.
25| You discover the Vault door.|You know which square to Search.
30| You know what creatures await you inside.|You discover the Vault door.
35| You know what creatures and treasure await you inside.|You know what traps or creatures await you inside.
40| The nearest Vault immediately opens to you. Its traps are disarmed.|You automatically know how to bypass the traps inside the selected Vault.[/table]

Furthermore, a bard may expend a Bardic Music use to either spontaneously apply any metamagic he knows to the Vault Conjuration spells without increasing their level or he may create a Living Song to serve him for an hour. He may not make more than one Living Song per day.

The Vaults

The Vaults themselves are pocket dimensions within the transitive plane, ranging from simple closets to gargantuan rooms. Each holds an item or collection of items with a direct tie to Aerin'al or the Cathedral's history. They also house a variety of creatures and traps designed to defend the treasures, even from Aerin'al's own priests. DMs roll for traps from the CR 10 traps in the DMG. To determine the contents of any given Vault, please consult the tables below.

{table=head]Percent Roll|Encounter
01-10|1d4 Living Songs*
11-20|1d4 Couatls
21-30|2d3 Greater Fire Elementals
30-40|1d3 Half-Elemental* Dire Tigers
41-55|Elder Air Elemental + 1d4 Medium Air Elementals
56-62|2 Juvenile Silver Dragons
63-68|Nine-headed Cryohydra
69-73|Cloud Giant
74-80|Sanctified Rhakshasa (If not using BoED rules, then a CG Rhakshasa)
81-90|3 Shield Guardians
91-95|Aerin'al Angel*
96-00|Roll again twice. Disregard this result if rolled again.[/table]
* - Creatures located in the Creatures section below.

{table=head]Percent Roll|Room Description|Result
01-07|Hoard|10d6 gp, 10d4 gems
08-14|Hoard|d8 x 100 pp, d20 x 100 gp, d100 x 100 sp
15-20|Library|1d6 minor scrolls, 1d4 minor potions
21-27|Archives|1d3 minor scrolls, 1d4 medium potions, 1 medium wondrous item
28-34|Arcanist's Library|1 medium staff, 1d3 minor scrolls, 1d4 medium potions
35-41|Cleric's Quarter's|1 medium rod, 1d4 major potions
42-48|Shrine|1 major rod
49-55|Shrine|+3 sword
56-62|Shrine|+4 armor
63-69|Hierarch's Quarter's|1d4 minor wondrous items
70-76|Hierarch's Office|1d3 medium wondrous items
77-83|Altar|A major wondrous item
84-88|Armory|+4 weapon, 1d6 +2 weapons, 1d6+2 +1 weapons
89-92|Armory|+5 armor, 1d6 +3 armors, 1d8 +1 light armor
93-94|Arcanist's Armory|1 major scroll, 1 major wand, 1d4 medium wands, 1d6 minor wands, 1d4 minor wondrous items, 1d2 medium wondrous items
95-96|Holy Sanctum|Staff of the Winds
97-98|Holy Sanctum|The Blades of Engrad
99|Closet|Sword of Might
00|Holy Sanctum|Aerin'al's Instruments[/table]

2008-10-20, 01:33 AM

Aerin'al Angel
Huge Outsider (Native)
HD 12d10+60 HD (114 hp)
Speed 60 ft. (12 squares) Flight 120 ft, perfect maneuverability
Init: +3
AC 27 (+3 Dex, +8 armor, +3 deflection, +4 divine); touch 20; flat-footed 25
BAB +12/+7/+2; Grp +26
Attack +2 shocking, sonic Shortspear: +20/+15/+10, 1d0+1d6 electricity+1d6 sonic+9
Space 15 ft.; Reach 15 ft.
Special Attacks Battle Hymn, Tumultuous Attack
Special Qualities Benevolent Spirit, Halo, Spell-like abilities
Defenses Immunity to sonic and electricity; resist cold, fire 10
Saves Fort +14 Ref +11 Will +12
Abilities Str 22, Dex 16, Con 22, Int 16, Wis 18, Cha 22
Skills +25 Perform (Any), +20 Spot, +20 Listen, +19 Knowledge (Religion), +19 Knowledge (The Planes), +22 Intimidate, +22 Diplomacy
Feats Weapon Focus (Shortspear),
Environment Elemental Plane of Air, Special
Organization Solitary
Challenge Rating 13
Treasure Triple Standard
Alignment Neutral Good
Advancement by class level
Level Adjustment --

Before you floats a large, teal humanoid with vaporous wings. Its blindfolded face follows your every movement and its wings grow lighter or tumultuous following its mood. Gossamer threads extend from its every appendage, bending the wind to produce harmonious tones with each movement. Lances of sunlight poke out from its cloudy wings as it begins to play its gossamer.

Battle Hymn: Once per encounter as a standard action, an Aerin'al Angel may make a Perform check. All opponents who hear the Angel's music take damage equal to Perform check result (Will save DC 23 for half damage.) Any creature who took damage from this ability has a -2 penalty to all rolls made against the Angel for the rest of the encounter.

Tumultuous Attack: An Angel can use the elements of the skies to his advantage. Once per encounter, he may infuse his attacks with the power of wind; any creature struck by an Angel's melee attack this round must make a DC 18 Fort save or be driven back 10 feet (this movement does not provoke AoOs.)

Benevolent Spirit: An Aerin'al Angel may turn or destroy undead as if they were a cleric of their current HD in level. An Angel may spontaneously heal a number of hit points per day up to their unmodified Perform skill modifier (25 here.)

Halo: Aerin'al's Angels are always surrounded by an aura of warm light. They have blindsight out to 60 ft and can make out details and colors with it as if they were seeing things naturally.

Spell-like abilities: at will - Daylight, Lightning Bolt, Levitate, Fly, Gust of Wind; 3/day - Teleport, Plane Shift, Cure Serious Wounds; 1/day - Telekenesis, Control Weather, Chain Lightning; CL 12th

Living Song
Medium Outsider (Native)
HD 7d10+21 HD (52 hp)
Speed 20 ft. (4 squares)
Init: +4
AC 21 (+3 natural armor, +4 deflection, +4 Dex); touch 17; flat-footed 14
BAB +7/+2; Grp +7
Attack Shortspear: +11/+6, 1d6+1d6 sonic + 1d6 electricity, Slam attack: +12/+7, 1d8+1d6 sonic
Space 5 ft.; Reach 5 ft.
Special Attacks Touch the Soul, Madness
Special Qualities Abstract, On the Winds
Defenses Immunity to sonic and electricity; resist cold, fire 5
Saves Fort +8 Ref +9 Will +9
Abilities Str 10, Dex 18, Con 16, Int 12, Wis 18, Cha 22
Skills +25 Perform (Any), +15 Spot, +15 Listen, +20 Balance, +12 Tumble
Feats Weapon Focus (Shortspear), Ability Focus (Touch the Soul), True Believer
Environment Elemental Plane of Air, Special
Organization Solitary
Challenge Rating 7
Treasure Standard, +2 equivalent shortspear
Alignment Chaotic Good
Advancement by class level
Level Adjustment --

You barely notice the humanoid-shaped statue at first. Then you look at it with growing interest, noting with nine arms holding four instruments, one representing each type: percussion, strings, keyboard and woodwind. As you near it, its head moves as if to study you. After a few seconds, it begins playing a song that seems to summarize your life.

Touch the Soul: All Living Spells can manipulate the souls of nearby creatures. Any opponent with an Intelligence of 3 or more that hears the Living Song's music must make a DC 15 Will save or lose a point of Charisma for as long as they can hear the music. All creatures within 30 feet of a Living Song takes a penalty to all Will saves equal to their Charisma penalty. Any creature reduced to zero Charisma by this ability fades into nothingness and cannot be raised except by a Wish or Miracle spell. This ability affects creatures normally immune to mind-affecting abilities but not those without souls. No creature can be affected by this ability more than once at a time; multiple Living Songs attacking a creature do not each affect the opponent.

Madness: As a standard action, a Living Spell can suppress its Touch the Soul ability for one round (though current penalties remain) to focus its song on a single opponent. The opponent must make a DC 21 Will save or be driven permanently insane. If they fail, they must make the save again in the next round or die. This is a mind-affecting ability.

Abstract: A Living Song in a quasi-intangible being and can phase in and out of existence at will. They have a 20% miss chance against all non-ethereal affecting attacks. This improves to 50% during a full-defense action. Living Songs are not affected by gravity and may float anywhere at half land speed so long as air is present.

On the Winds: A Living Song can never die. Should it be reduced to fewer than zero hit points, it converts to a gaseous state and becomes ethereal. It regenerates all damage over the course of a week before re-manifesting itself. even complete destruction cannot stop this process. Should a Living Song be destroyed by a Disintegrate spell or similar effect, it takes a full year to regenerate.

Shrieker Swarm
Diminutive Construct (Swarm)
HD 12d10+6 HD (60 hp)
Speed Flight 40 ft. (8 squares)
Init: +6
AC 27 (+4 size, +4 armor, +3 deflection, +6 Dex); touch 23; flat-footed 21
BAB +9; Grp --
Space 10 ft.; Reach 0 ft.
Special Attacks Swarm (3d6 bludgeoning + 5d4 sonic damage)
Special Qualities Sonic Shield, Explosive Blast, Metamorphosis, Construct Traits, Swarm Traits
Saves Fort +4 Ref +10 Will -1
Abilities Str 3, Dex 22, Con --, Int 16, Wis 1, Cha 1
Skills +25 Craft (Architecture), +27 Knowledge (Engineering)
Feats Toughness x2, Skill Focus (Craft) and (Knowledge)
Environment Labyrinth, Special
Organization Solitary
Challenge Rating 10
Treasure 1d4 pounds of adamantine
Alignment Neutral
Advancement by Construct Type
Level Adjustment --

Unleashed into the Labyrinth by Olidamarra himself, these constructs constantly destroy and rebuild large portions of the maze's walls over time, nullifying the usefulness of any map after just a few years. They emit a high-pitched sonic wave that, when triggered in unison, can destabilize rock or tear through flesh. They do not attack unless provoked.

Sonic Shield: The machines constantly swirl around one another, building up powerful gusts. While fighting, a Shrieker Swarm gains a +3 deflection bonus to AC (incorporated in the stats above) and once per turn, may use Gust of Wind as an immediate action. Shrieker Swarms are immune to wind effects.

Explosive Blast: The swarm begins moving rapidly as a buzzing noise grows. When the noise ends, a concussive blast of sound destroys everything in range. As a standard action, the swarm deals 4d4 sonic damage to every creature within 20 feet of it.

Metamorphosis: Once per day, a Shrieker Swarm may become an Elder Elemental for a number of rounds equal to their Hit Dice. To do so, they must have access to a large amount of the appropriate element. Changing forms is a full-round action that does not provoke attacks of opportunity. While in elemental form, the Shrieker Swarm loses its construct and swarm traits and gains those of an elemental instead as well as Fast Healing 5 while in contact with the appropriate element.

Half-Elemental Template
Half elementals are strange creatures. Whether the result of divine intervention, mad arcana or wild magic, most half-elementals exhibit the same traits. Half-airs are always jumpy or agitated, half-earths more stoic and reserved, half-fires are unpredictable and passionate and half-waters are calm and serene.

Size and Type
Any creature can become a half-elemental. All half-elementals retain their original type but gain the Air, Fire, Water or Earth subtype.

Special Attacks
A half-elemental gains the special attacks of an elemental with its HD.

Special Qualities

Once per day, a half-elemental may change into a full elemental of equal HD, gaining its type and abilities for a number of rounds per day equal to its HD.

Elemental Mastery
A half-elemental can cast spells from their subtype-appropriate domain as if they had a number of cleric levels equal to their HD.

Same as the base creature, but the Intelligence is at least 3. Half-elementals also gain certain benefits based on their HD and subtype.

{table=head]HD|Special Ability
5| Resist electricity 10
10| Immunity to electricity
15| +4 Dex
20| +2 Dex, +2 Int, +20 ft. fly speed
25| +2 Dex, +4 Int[/table]

{table=head]HD|Special Ability
5| Resist acid 10
10| Immunity to acid
15| +4 Con
20| +2 Con, +2 Str, Burrow Speed 20 ft.
25| +4 Str, +2 Con[/table]

{table=head]HD|Special Ability
5| +1d6 fire damage
10| +1d10 fire damage
15| +2 Dex, +2 Con
20| +2 Dex, +2 Con, Conflagration
25| +2 Dex, +4 Int[/table]

{table=head]HD|Special Ability
5| Resist cold 10
10| Immunity to cold
15| +2 Dex, +2 Str
20| +4 Dex, +20 swim speed
25| +2 Dex, +4 Str[/table]

Few creatures know what--if any--forces cause half-elementals to come about naturally, but they can be expected to be found in areas with large amounts of the appropriate element. (Volcanoes for half-fires, oceans and seas for half-waters, etc.) As they are so rare in nature, many half-elementals are created in labs or captured and killed, increasing their scarcity.

Challenge Rating
As base creature + 3

Half-elementals retain their original alignment.

Level Adjustment

2008-10-20, 01:34 AM

Aerin'al Instruments
In one of the Vaults rests Aerin'al's personal collection of instruments. Examples of every instrument of every design can be found on the racks and shelves lining the room. Each grants an enhancement bonus to its performer's relevant Perform check equal to their ECL. Furthermore, each can cast a divine spell from a certain school of magic depending on the type of instrument it is. This spell is chosen by the instrument when it is first acquired and cannot be changed except by a Lesser Wish or greater effect. When a PC gains a level, the instrument may repick a spell better suited to the improved character. (When the PC first picks up the instrument or gains a level, the DM chooses the spell. It should be something that reflects the character in some way, especially his or her artistic aspect.)
Keyboard - May cast any one spell from the abjuration school of up to 1/4 HD level.
Percussion - May cast any one spell from the evocation school of up to 1/4 HD level.
String - May cast any one spell from the enchantment school of up to 1/4 HD level.
Wind - May cast any one spell from the illusion school of up to 1/4 HD level.
These spells can be cast once per day. More uses may be acquired by making a DC 20 Perform check. For each additional use beyond the second, the DC raises by ten. Failure on one check means the instrument cannot cast any spells for the rest of the day. A bard with this instrument may spend a Bardic Music use to spontaneously cast a spell from the Air, Light, Music or Freedom domains with a level equal to half his HD.
A character may have no more than one Aerin'al Instrument in their possession at one time. Should a character try to hold more than one, the first is instantly destroyed and replaced on its original shelf.
Minor Artifact

The Sword of Might
Having tied himself into the fate of the Cathedral, Olidamarra intervenes every few generations and slips some more trickery into its halls. In the Vaults rests his latest addition: The Sword of Might. It appears to be an aged greatsword with indecipherable runes along its blade (which are no more than unintelligible scratchings). It is actually one of the most powerful and unpredictable swords to ever exist. The Sword of Might makes every possible attack its wielder could make all at once. In the hands of a master swordsman, the Sword is the most efficient killing tool imaginable. In the hands of a novice, it is little more than a tool for self-destruction.

Anyone wielding the Sword of Might must make a special check keyed to their highest BAB bonus everytime they swing it. The baseline DC for a single average strike is 25. For every two points it falls short of the baseline DC, the wielder must make a single attack against himself at his highest attack bonus and another against his designated opponent. He cannot strike at his opponent more times than his unmodified BAB would normally allow and he cannot opt out of striking himself after making the BAB check. Falling short of the DC prevents the wielder from making any further attacks that round save for AoOs. For every two points by which the attack exceeds the baseline DC, the attacker deals an extra d6 damage on the subsequent attacks.
Minor artifact

Staff of the Winds
This staff appears as a simple quarterstaff until touched. It dissipates to vapor, allowing the wielder to use both of his hands while still wielding it. While holding the staff, a character is unaffected by effects related to wind. Each day a follower of Aerin'al may expend a spell of the highest level they can cast to replenish one of the staff's expended charges. This staff allows use of the following spells:

Gust of Wind (1 charge)
Summon Monster V (Air Elementals only, 2 charges)
Air Walk (2 charges)
Control Winds (2 charges)
Control Weather (3 charges)
Otto's Irresistible Dance (3 charges)

Strong Conjuration; CL 16th; Craft Staff; Must have visited the Vaults of Aerin'al; 75,000gp.

Blades of Engrad
The Blades of Engrad are the weapons of Aerin'al's first martyr, the silver dragon paladin, Tira Engrad. The longsword and kukri each carry a scale from their original owner which grants anyone who weilds them minor protections. When used individually, they allow unrivaled strength or subtlety. When wielded together, they transform their wielder into an avatar of Aerin'al. The weapons only confer their benefits to followers of Aerin'al.

Tempest (+2 Shocking Burst Longsword)
{table=head]HD| Benefit
5| Resist Electricity 5, Power Attack
10| Combat Reflexes, Shocker
15| Lightning Bolt 2/day, Gust of Wind 1/day
20| Immunity to Electricity, Reflect Energy[/table]

Power Attack: While wielding Tempest alone, a character gains the benefit of the Power Attack feat. If they already have the feat, the additional damage dealt by one-handed Power Attack is increased to 1.5 times the number subtracted. For two-handed attacks, this increases to two times the number subtracted.

Combat Reflexes: Tempest's wilder gains the benefit of the Combat Reflexes feat. If they already have it, their Dexterity score is treated as two higher for purposes of determining the number of AoOs they receive each round.

Shocker: Electricity damage dealt by is increased to 1d8 and on criticals, the extra damage is increased to 1d12.

Reflect Energy: When struck by any attack dealing electricity damage, Tempest's wielder may reflect the energy back to her opponent. All electricity damage that would have been done to her is done to her attacker instead.

Zephyr (+1 Holy Throwing Kukri)
{table=head]HD| Benefit
5| Resist Cold 5, Stealthy
10| Recall, Armored Stalker
15| Greater Invisibility 1/day, Silence 1/day
20| Immunity to Cold, Silent Strike[/table]

Stealthy: A wilder of Zephyr can still the air near her, concealing her from nearby enemies. While wielding the kukri alone, a player gets a +2 to all Hide and Move Silently checks.

Recall: After being thrown and hitting (or missing) its target, Zephyr instantly teleports back into the player's hand. He may not make more than one ranged attack with the kukri per round.

Armored Stalker: While wielding Zephyr alone, a player does not incur an armor check penalty to her Dex-keyed skills.

Silent Strike: When striking from hiding, a player gets a +10 bonus to their Hide check to conceal themselves after the attack. (This is in addition to the normal -20 penalty.)

Dual Wielded
{table=head]HD| Benefit
5| Resist Electricity, Cold 10; Roaring
10| Holy Warrior, Fly 1/day
15| Cure Serious Wounds 3/day, Roaring Blast
20| Immunity to Electricity, Cold; Flight[/table]

Roaring: While dual wielding the Blades of Engrad, all attacks made deal an additional 1d6 sonic damage.

Holy Warrior: When dual wielding the Blades, a player receives a shield bonus to their AC equal to 1/4 of their HD (round down.)

Roaring Blast: When either weapon scores a critical hit, it deals an additional 1d10 sonic damage.

Flight: The Blades' wielder gains a 60 foot fly speed with perfect maneuverability.

*All spells are cast at CL equal to 3/4 HD.

Quall's Feather Token- Dice
When activated, the feather turns into a crude pair of six-sided dice. After twelve rolls, the dice arm themselves. When rolled again, consult the chart below for the effect.

1|A light breeze. Heals all creatures within 20 feet or the roll for 10 hp.
2|Fissure. The ground splits beneath your feet, revealing an undiscovered diamond worth 1d6 x 100 gp.
3|Inflammable. The roller becomes immune to fire for 24 hours.
4|Firestorm. A 10d6 Fireball (as the spell) erupts. Reflex save (DC 17) for half damage.
5|Earthquake. Consult the DMG for full effect.
6|A tornado forms. Consult the Weather section of the DMG for full effect.[/table]

The dice work for a total of 100 rolls before becoming normal dice.

Strong Transmutation; CL 12th; Craft Wondrous Item; Fabricate; 30,000gp.


Seer of the Lost Cathedral PrC

The skills of many of the bards that have passed through the halls of Aerin'al Hauri have changed to accomodate the ethereal songs of the Vaults.

Skills: Perform (Any) 12 ranks (must be musical in nature)
Class Feature: Bardic Music
Special: Must have visited the Vaults of Aerin'al.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + Int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

+2|Ears to the Past, Eyes to the Past|+1 level of existing spellcasting class

+3|Invoke the Past - Despair|+1 level of existing spellcasting class

+3|Divinist|+1 level of existing spellcasting class

+4|Summon Living Song|+1 level of existing spellcasting class

+4|Vault Projections|+1 level of existing spellcasting class

+5|Invoke the Past - War|+1 level of existing spellcasting class

+5|Ears Everywhere|+1 level of existing spellcasting class

+6|Jaunt|+1 level of existing spellcasting class

+6|Herald of Aerin'al|+1 level of existing spellcasting class

+7|Invoke the Past - Glory, Freedom|+1 level of existing spellcasting class [/table]

Proficiencies: Seers gain proficiency in the shortspear if they do not already have it. They gain no additional proiciency in armor or shields, though.

Spellcasting: A Seer continues any single track of spellcasting he has access to.

Bardic Music: At every level, a Seer gains one additional daily use of Bardic Music.

Ears to the Past: By performing a song, a Seer may divine information about events, people and objects related to the song. A Seer may expend a Bardic Music use to cast Legend Lore, though its usefulness depends on his Seer level. At first level, information may only be divined from the previous day. At second level, the Seer may divine from the previous week. At third level, he may divine from a number of weeks equal to his class level. This extend to months at fourth level, years at fifth, decades at sixth, centuries at eighth, millenia at ninth and finally all time at tenth level. This ability only functions for information on the Seer's native plane and then, only for information recorded in songs. (Note: it is up to the DM to determine what information may be gleaned from this ability.)

Eyes to the Past: While divining information, a Seer may project it onto the nearby environment, allowing others to see or experience what he discovers. While using Ears to the Past, a Seer may create a Major Illusion as the spell but may only show things divined. The illusion lasts a number of rounds equal to the Seer's ranks in the relevant Perform skill.

Invoke the Past - Despair: While performing his bardic music, a Seer may overlay his work with images and emotions of the past. At 2nd level, he may include images of horrible defeats and great depressions to hinder his foes. While performing, all enemies who can hear the bard have a -1 penalty to all saves and attack rolls. This is a mind-affecting ability.

Divinist: At 3rd level, a Seer gains insights into the workings of the Planes. He gains the ability to cast Divination spells as a sorcerer. He gains new spell slots and spells known according to the tables below. All spells known must be from the Divination or Universal schools.

Spell Slots
{table=head]Seer Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

Spells Known
{table=head]Seer Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

Summong Living Song: At 4th level, a Seer may summon a Living Song for one hour per Seer level. He may not summon more than one Living Song at a time and may only summon them a total number of times per day equal to his Charisma modifier.

Vault Projections: At 5th level, a Seer may project his perceptions onto the world around him as if he were in the Vaults. By expending a Bardic Music use, he may make use of a single Conjuration (Summoning) or (Creation) spell OR may set up a Telepathic Bond between himself and a number of allies equal to his Seer level for a number of hours equal to his Charisma modifier.

Invoke the Past - War: At 6th level, a Seer may invoke images of violence and destruction guided by justice and freedom. A Seer may use the Inspire Heroics Bardic Music ability.

Ears Everywhere: At 7th level, a Seer may divine information from any plane so long as a song is associated with it.

Jaunt: By expending a bardic Music use, a Seer may jaunt himself and one ally per Seer level to either the Shadow or Ethreal Plane for a number of rounds equal to his Seer level. This ability is usable 3 times per day.

Herald of Aerin'al: At 9th level, a Seer may call down the most powerful force of his goddess: an Aerin'al Angel. Once per day, the Seer may expend a Bardic Music use as a standard action to summon the Angel which acts as directed. The Angel acts for one round per Seer level before disappearing.

Invoke the Past - Glory: At 10th level, a Seer has divined the unrelenting spirit of creation. While performing the Inspire Heroics Bardic Music, all affected allies are under the effects of Death Ward.

Freedom: Aerin'al grants her servant freedom. Upon reaching 10th level, a Seer gains cloudy wings similar to those Aerin'al's angels and a fly speed of 60 feet with good maneuverability. Also, while flying, a Seer is under the effect of a Freedom of Movement spell.


Channel the Wind [Special]

BAB +9, Must have gained insight from one of the Six Spires

When you make a physical attack, you may unleash a whirlwind from your weapon which may either harm foes or protect you. Gaining this feat gives you access to the options below.

Blast of Wind - If you succeed on a physical attack, you may hamper your foe with strong winds, throwing him off balance. As a free action, you may push him back 5 feet plus another five for every 3 points of BAB you have over him. This blast of wind also gives a +4 bonus on trip and bull rush checks made on the same attack and adds 10 to the Concentration check to all spellcasters' casting attempts when struck.

Wind Wall - During an attack, you may focus the winds inward instead, granting a +1 deflection bonus to all creatures in your current square per 5 HD you possess for one round. This bonus is doubled for ranged attacks.

These benefits may be used a total number of times per day equal to the modifier of the attribute enhanced by the Six Spires' ordeal. When applying a wind blast, the effect must be chosen before the attack roll is made. This may be selected as a Fighter bonus feat.

Guide My Hand [Special]

Must worship Aerin'al, Must have visited the Lost Cathedral

As a move action, you may pray for guidance from the air goddess. For one round, all of your attacks gain a +1 bonus to hit as the winds guide your attack. At 10th level, this increases to +2. Everytime this ability is activated, its user must spend a move action next round using the Aid Another ability (unless unable or inapplicable.)

Choir of Angels [Special]

Must have visited the Lost Cathedral, must have a class ability with either a save DC or that deals hp damage.

Select a class ability that grants access to this feat. Whenever you use it, its DC is raised by 1 or it deals an additional 1d6 sonic damage. If both apply, the benefit is chosen when the ability is used.

2008-10-20, 01:35 AM
(Reserved for a possible unforeseen addition.)