How to Use This Book How to Use This Book So you have purchased the Psionics Handbooks, and one of your players has decided to use a psionic class. You want psionics to be part of your world. The problem is that you use a lot of pre-made modules, and those don t include a lot of psionic characters. Or maybe you ve procrastinated finishing tonight s adventure. You ve got the caverns mapped out, and the traps set, you just don t have the statistics of the main villain. Or maybe you are looking for a few new ideas to spark you imagination. You might want a reoccurring villain to challenge your characters over the course of the campaign, or you might just need a one short conflict for next week game. Whatever your needs, if you use psionics and you use NPCs, this book is for you. NPCyclopedia: Psionics features eleven different psionic NPCs. Each contains a detailed background, adventure hooks, combat tactics, and statistics for every level from 1 to 20. Instant Characters The NPCs included in this product each contain more than just stat blocks. Each includes a detailed background that can be used at any point, and each has several suggested adventure hooks. For battles, characters all have suggested tactics that they can use to make the most of their abilities. A Stat Block is Just a Stat Block Of course just because the characters all have detailed rich backgrounds, doesn t mean you have to use them. Perhaps you have decided that a psion is behind the recent half-orc raids. You have detailed his story, but not his stats. Just because she is a good female, doesn t mean you can t use Karas Thorn statistics for an evil male. Or if you are running a pre-written adventure, you could easily replace the wizard s fighter bodyguard with the statistics of the psychic warrior Groven Sandstorm. You can even use the same character s statistics several times during the course of the adventure. If you leave a few levels between reoccurrences, the player(s) won t ever notice. A complex interconnected background between all characters allows you to use these as both one shot NPCs at any level of your choice instantly, or even as interconnected NPCs spanning a longer campaign. Reoccurring Allies, Reoccurring Villains Each character in this book contains a character stat block for each level from one to twenty. This means that whatever level your player characters are, any of these NPCs will be the appropriate level. What s more, as the players advance in level, so can the NPCs. Whether they are friends or enemies, they will evolve and gain experience during the campaign.
locate his enemies. Unless there are specific laws to prevent such measures, Alkorn has no problem using invasive methods such as detect thoughts to determine a subject s guilt or innocence. Towards the beginning of his career, Alkorn came upon a small village that had recently been assaulted by a crazed dromite called Skalgul Megulis. Apparently, the dromite s traveling companion, a halfgiant called Groven Sandstorm, had not realized Skagul s inner nature and now sought to bring Skagul to justice. After testing the half-giant s story under a zone of truth spell, Alkorn saw that Groven was not lying and joined the hunt. They traveled together several weeks before the trail ran cold and Groven decided to look for adventure elsewhere. Alkorn Sverhold Alkorn Svehold Maenad Cleric Role: Support casters, secondary fighter, offensive caster (higher levels) Background: Like many Maenad, Alkorn Svehold s life is a constant struggle to contain the raging emotions within himself. As a very young child Alkorn had extreme problems with discipline and socializing with others. It got to be so bad his parents decided to send him to a monestary dedicated to Strength and Order, both of mind and body. Here, the clerics raised him in a strict but fair manner and, as he grew, Alkorn began to see the value of discipline. Just as he was approaching manhood, Alkorn fully embraced these ideals and undertook the training to become a cleric. After Alkorn completed his training, he decided that he had lived the cloistered life too long. It was time for him to venture forth and explore the vast lands that lay beyond. His first goal was simply to explore new lands and discover all he could. He soon realized that the world was a far more turbulent place than the monastery where he was raised. Many things made Alkorn uneasy but what he despised most of all was the number of criminals who prowled the streets and made the world a dangerous place to live in. Alkorn soon began a quest to bring criminals to justice. Alkorn s natural talents lay predominantly with the physical tasks of capturing foes, but he also made great use of divination magic to Not long after that, he encountered a woman named Shadra Illiesko. Alkorn had been fed some false information by drow agents that Shadra was a spy and an assassin, and their initial meeting was not very pleasant. They soon discovered their mistake, and Shadra was able to convince Alkorn to join her on a quest into the Underrealm, home of the drow that so often terrorized the surface. The eternal darkness made Alkorn uneasy but, worse was Alkorn finding that regardless of how much good he thought he accomplished in the Underrealm, his actions seemed to have no lasting effect. A new brand of chaos simply sprung up to replace the old. With a heavy heart, Alkorn returned to the surface. He decided that he was just one man and, alone, he could not do anything to restore order to the world, but perhaps he could train others to take up the cause. Alkorn called in all the favors he was owed and founded a temple in a large city, dedicated to his god, but especially intent on training its members to combat lawlessness. Even the most humble worshippers are taught the values of a neighborhood watch or joining the militia. After his first temple proved a great success, Alkorn went on to other cities to establish similar programs. At the end of his career, Alkorn spends more of his time with administration than anything else. He still likes to get back into the thick of things every now and then, especially when the opponents are powerful forces that could overwhelm his subordinates. Adventure Hooks: Alkorn can be a powerful ally. If the player characters are hunting criminals, he is a natural aid. A more experienced Alkorn might also be the one dolling out missions to a lower level party, especially if one of the
Alkorn Svehold Level 1,2 characters has ties to Alkorn s church. Alkorn may even be a mentor figure for the party s cleric. Because Alkorn is more concerned with the letter of the law than with the motives behind it, it is not too difficult to figure out ways he could become an opponent. If the player characters oppose an evil baron who taxes his peasants into the dirt but is the legitimate ruler, Alkorn might be called upon put a stop to the party s antics. The crimes for which the party is accused need not even be real, as long as Alkorn believes them to be. Tactics: Alkorn often leans towards the kick in the door first and ask questions later form of attack, though this does not mean he is reckless. He will typically cast at least one spell upon himself or his allies before engaging in melee, probably in this order: shield of law (16th), mass bull (14th, only if fighting with allies), righteous might (12th), divine power (8th), bull s strength (3rd), shield of faith, bless, enlarge person, divine favor (2nd). In addition to his spells, Alkorn has several other means to enhance his melee power. From first level, he always uses Psionic Weapon to enhance his first attack. When he gains Psionic Meditation (6th) he will very often use a move action to refocus while using his standard action to attack using the Psionic Weapon. At 15th level, he has the option to use Divine Focus* to gain and expend focus more than once per round. He especially uses this tactic against opponents who are highly resistant to magic. Alkorn also can use his racial outburst ability and his strength domain power to gain a temporary boost to his As Alkorn gains more power and experience, he begins to shift towards more offensive spells. At mid levels he will often start combat by hitting his most powerful foe with a flamestrike (12th) or searing light (6th). At higher levels Alkorn has enough powerful offensive spells that he uses them as his primary strategy in combat, typically casting spells in this order: crushing hand (17th), summon monster VIII (15th), destruction (13th, two at 19th), implosion (19th), flamestrike (12th), searing light (6th). Of course, the exact spell choice will depend somewhat on the situation. Against a single enemy, he is likely to use destruction as an opening attack, especially if he suspects the target has a low Fortitude save. Against undead, he can also use heal and his ability to spontaneously cast cure spells as offensive weapons. Level 1 Alkorn Svehold: Male maenad cleric 1; CR 1; Medium humanoid (psionic); HD 1d8+2; hp 10; Init 1; Spd 20 ft.; AC 17, touch 9, flat-footed 17; Base Atk +0; Grapple +1; Atk or Full Atk +1 melee (1d8+1, morningstar) or 1 ranged (1d8/19-20, light crossbow); SA energy ray, feat of strength, outburst, turn undead 4 times/day;; AL LN; SV Fort +4, Ref 1, Will +4; Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12 Skills and Feats: Bluff +3, Concentration +6, Diplomacy +5, Knowledge (religion) +2, Sense Motive +4; Psionic Weapon Languages: Common, Maenad Psi-Like Abilities (Sp): 1/day energy ray ( 1 ranged rage. Manifester level 1. Cleric Spells Prepared (3/2+1; base DC = 12 + spell level; domains: strength and knowledge; caster level 1 st ; divination spells cast at 2nd level): 0-detect magic, guidance, light; 1st-bless, enlarge person*, shield of faith. Possessions: half-plate, buckler, morningstar, light crossbow (20 bolt), scroll of comprehend language, scroll of magic weapon, scroll of obscuring mist, scroll of remove fear, holy water (2) silver holy symbol, 65gp. Level 2 Alkorn Svehold: Male maenad cleric 2; CR 2; Medium humanoid (psionic); HD 2d8+4; hp 16; Init 1; Spd 20 ft.; AC 18, touch 9, flat-footed 18; Base Atk +1; Grapple +2; Atk or Full Atk +2 melee (1d8+1, morningstar) or +0 ranged (1d8/19-20, light crossbow); SA energy ray, feat of strength, outburst, turn undead 4 times/day;; AL LN; SV Fort +5, Ref 1, Will +5; Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12 Skills and Feats: Bluff +3, Concentration +7, Diplomacy +5, Knowledge (religion) +2, Sense Motive +4, Spellcraft +1; Psionic Weapon Languages: Common, Maenad Psi-Like Abilities (Sp): 1/day energy ray (+0 ranged rage. Manifester level 1. Cleric Spells Prepared (4/3+1; base DC = 12 + spell level; domains: strength and knowledge; caster level 2 nd ; divination spells cast at 3 rd level): 0-detect magic, guidance, light, resistance; 1st-bless, enlarge person*, shield of faith, summon monster I. Possessions: masterwork full plate, buckler, morningstar,
light crossbow (20 bolt), oil of bless weapon, scroll of comprehend language, scroll of magic weapon, scroll of obscuring mist, scroll of remove fear, holy water (2) silver holy symbol, 15gp. Level 3 Alkorn Svehold: Male maenad cleric 3; CR 3; Medium humanoid (psionic); HD 3d8+6; hp 23; Init 1; Spd 20 ft.; AC 18, touch 9, flat-footed 18; Base Atk +2; Grapple +3; Atk or Full Atk +4 melee (1d8+1, masterwork cold iron morning star) or +1 ranged (1d8/19-20, light undead 4 times/day;; AL LN; SV Fort +5, Ref +0, Will +5; Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12 Skills and Feats: Bluff +3, Concentration +8, Diplomacy +5, Knowledge (religion) +2, Sense Motive +4, Spellcraft +2; Power Attack, Psionic Weapon. Psi-Like Abilities (Sp): 1/day energy ray (+1 ranged rage. Manifester level 1. Cleric Spells Prepared (4/3+1/2+1; base DC = 12 + spell level; domains: strength and knowledge; caster level 3 rd ; divination spells cast at 4 th level): 0-detect magic, guidance, light, resistance; 1st-bless, enlarge person*, shield of faith, summon monster I; 2nd-bull s strength, detect thoughts*(dc 14), resist energy. Possessions: masterwork full plate, masterwork buckler, masterwork cold iron morning star, light crossbow (20 bolt), oil of bless weapon, scroll of comprehend language, scroll of obscuring mist, scroll of remove fear, holy water (2) silver holy symbol, 107 gp. Level 4 Alkorn Svehold: Male maenad cleric 4; CR 4; Medium humanoid (psionic); HD 4d8+8; hp 29; Init 1; Spd 20 ft.; AC 18, touch 9, flat-footed 18; Base Atk +3; Grapple +4; Atk or Full Atk +5 melee (1d8+1, masterwork cold iron morning star) or +2 ranged (1d8/19-20, light undead 4 times/day;; AL LN; SV Fort +6, Ref +0, Will +7; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12. Skills and Feats: Bluff +3, Concentration +9, Diplomacy +5, Knowledge (religion) +2, Knowledge (the planes) +1, Sense Motive +5, Spellcraft +2; Power Attack, Psionic Weapon. Psi-Like Abilities (Sp): 1/day energy ray (+2 ranged rage. Manifester level 2. Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell level; domains: strength and knowledge; caster level 4 th ; divination spells cast at 5 th level): 0-create water, detect magic, guidance, light, resistance; 1st-bless, detect evil, enlarge person*, shield of faith, summon monster I; 2ndbull s strength, detect thoughts*, resist energy, status. Possessions: masterwork full plate, masterwork buckler, masterwork cold iron morning star, light crossbow (20 bolt), oil of bless weapon, scroll of comprehend language, scroll of obscuring mist, scroll of remove fear, scroll of remove paralysis, wand of cure light wounds (50 charges), holy water (2) silver holy symbol, 7 gp. Level 5 Alkorn Svehold: Male maenad cleric 5; CR 5; Medium humanoid (psionic); HD 5d8+10; hp 36; Init 1; Spd 20 ft.; AC 19, touch 9, flat-footed 18; Base Atk +3; Grapple +4; Atk or Full Atk +5 melee (1d8+1, masterwork cold iron morning star) or +2 ranged (1d8/19-20, light undead 4 times/day;; AL LN; SV Fort +6, Ref +0, Will +7; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12. Skills and Feats: Bluff +3, Concentration +10, Diplomacy +5, Knowledge (religion) +2, Knowledge (the planes) +2, Sense Motive +5, Spellcraft +2; Power Attack, Psionic Weapon. Psi-Like Abilities (Sp): 1/day energy ray (+2 ranged rage. Manifester level 2. Cleric Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + spell level; domains: strength and knowledge; caster level 5 th ; divination spells cast at 6 th level): 0-create water, detect magic, guidance, light, resistance; 1st-bless, detect evil, enlarge person*, shield of faith, summon monster I; 2ndbull s strength, detect thoughts*, resist energy, status; 3rdclairaudience/clairvoyance*, dispel magic, magic vestment**. Alkorn Svehold Level 3,4,5
Alkorn Svehold Level 6,7,8 **Alkorn typically casts this spell well before going into battle. Possessions: +1 full plate, masterwork buckler, masterwork cold iron morning star, light crossbow (20 bolt), oil of bless weapon, scroll of comprehend language, scroll of obscuring mist, scroll of remove fear, scroll of remove paralysis, wand of cure light wounds (45 charges), holy water (2) silver holy symbol, 82 gp. Level 6 Alkorn Svehold: Male maenad cleric 6; CR 6; Medium humanoid (psionic); HD 6d8+12; hp 42; Init 1; Spd 20 ft.; AC 19, touch 9, flat-footed 18; Base Atk +4; Grapple +5; Atk or Full Atk +6 melee (1d8+1, masterwork cold iron morning star) or +3 ranged (1d8/19-20, light undead 4 times/day;; AL LN; SV Fort +7, Ref +1, Will +8; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12 Skills and Feats: Bluff +3, Concentration +11, Diplomacy +5, Knowledge (religion) +2, Knowledge (the planes) +2, Sense Motive +5, Spellcraft +3; Power Attack, Psionic Meditation, Psionic Weapon Languages: Common, Maenad Psi-Like Abilities (Sp): 1/day energy ray (+3 ranged rage. Manifester level 3. Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + spell level; domains: strength and knowledge; caster level 6 th ; divination spells cast at 7 th level): 0-create water, detect magic, guidance, light, resistance; 1st-bless, detect evil, enlarge person*, shield of faith, summon monster I; 2ndalign weapon, bull s strength, detect thoughts*, resist energy, status; 3rd-clairaudience/clairvoyance*, dispel magic, magic vestment**, searing light. **Alkorn typically casts this spell well before going into battle. Possessions: +1 full plate, masterwork buckler, masterwork cold iron morning star, light crossbow (20 bolt), oil of bless weapon, scroll of delay poison, scroll of comprehend language, scroll of invisibility purge, scroll of obscuring mist, scroll of protection from energy, scroll of remove fear, scroll of remove blindness/deafness, scroll of remove paralysis, wand of cure light wounds (40 charges), holy water (2) silver holy symbol, 190 gp. Level 7 Alkorn Svehold: Male maenad cleric 7; CR 7; Medium humanoid (psionic); HD 7d8+14; hp 49; Init 1; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk +5; Grapple +6; Atk or Full Atk +6 melee (1d8+1, masterwork cold 10 iron morning star) or +4 ranged (1d8/19-20, light undead 4 times/day;; AL LN; SV Fort +7, Ref +1, Will +8; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12. Skills and Feats: Bluff +3, Concentration +12, Diplomacy +5, Knowledge (religion) +3, Knowledge (the planes) +2, Sense Motive +5, Spellcraft +3; Power Attack, Psionic Meditation, Psionic Weapon. Psi-Like Abilities (Sp): 1/day energy ray (+4 ranged rage. Manifester level 3. Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; domains: strength and knowledge; caster level 7 th ; divination spells cast at 8 th level): 0-create water, detect magic, guidance, light, read magic, remove fear, resistance; 1st-bless, detect evil, enlarge person*, shield of faith, summon monster I; 2nd-align weapon, bull s strength, detect thoughts*, resist energy, status; 3rd-clairaudience/ clairvoyance*, dispel magic, magic vestment**, searing light; 4th-divination*, greater magic weapon**. **Alkorn typically casts these spells well before going into battle. Possessions: +1 full plate, masterwork buckler, masterwork cold iron morning star, light crossbow (20 bolt), ring of protection +1, scroll of comprehend language, scroll of invisibility purge, scroll of lesser restoration, scroll of neutralize poison, scroll of obscuring mist, scroll of protection from energy, scroll of remove fear, scroll of remove blindness/deafness, scroll of remove paralysis, wand of cure light wounds (35 charges), holy water (2) silver holy symbol, 182 gp. Level 8 Alkorn Svehold: Male maenad cleric 8; CR 8; Medium humanoid (psionic); HD 8d8+16; hp 55; Init 1; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk +6; Grapple +7; Atk +7 melee (1d8+1, masterwork cold iron morning star) or +4 ranged (1d8/19-20, light crossbow); Full Atk +7/+2 melee (1d8+1, masterwork cold iron morning star) or +5 ranged (1d8/19-20, light crossbow); SA energy ray, feat of strength, outburst, turn undead 4 times/day;; AL LN; SV Fort +9, Ref +2, Will +10; Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12. Skills and Feats: Bluff +3, Concentration +12, Diplomacy +5, Knowledge (religion) +4, Knowledge (the planes) +2, Sense Motive +5, Spellcraft +4; Power Attack, Psionic Meditation, Psionic Weapon.
Psi-Like Abilities (Sp): 1/day energy ray (+5 ranged rage. Manifester level 4. Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 13 + spell level; domains: strength and knowledge; caster level 8 th ; divination spells cast at 9 th level): 0-create water, detect magic, guidance, light, read magic, remove fear, resistance; 1st-bless, detect evil, enlarge person*, shield of faith, summon monster I; 2nd-align weapon, bull s strength, detect thoughts*, resist energy, status; 3rd-clairaudience/ clairvoyance*, daylight, dispel magic, magic vestment**, searing light; 4th-divination*, divine power, greater magic weapon**. **Alkorn typically casts these spells well before going into battle. Possessions: +1 full plate, masterwork buckler, masterwork cold iron morning star, light crossbow (20 bolt), cloak of resistance +1, ring of protection +1, scroll of death ward, scroll of invisibility purge, scroll of lesser restoration, scroll of neutralize poison, scroll of obscuring mist, scroll of protection from energy, scroll of remove fear, scroll of remove blindness/deafness, scroll of remove paralysis, scroll of tongues, wand of cure light wounds (30 charges), holy water, silver holy symbol, 7 gp. Level 9 Alkorn Svehold: Male maenad cleric 9; CR 9; Medium humanoid (psionic); HD 9d8+18; hp 62; Init 1; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk +6; Grapple +7; Atk +7 melee (1d8+1, masterwork cold iron morning star) or +5 ranged (1d8/19-20, light crossbow); Full Atk +7/+2 melee (1d8+1, masterwork cold iron morning star) or +4 ranged (1d8/19-20, light crossbow); SA energy ray, feat of strength, outburst, turn undead 4 times/day (+2 bonus);; AL LN; SV Fort +9, Ref +3, Will +10; Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12. Skills and Feats: Bluff +3, Concentration +13, Diplomacy +5, Knowledge (religion) +5, Knowledge (the planes) +2, Sense Motive +5, Spellcraft +4; Deep Impact, Power Attack, Psionic Meditation, Psionic Weapon. 11 Psi-Like Abilities (Sp): 1/day energy ray (+5 ranged rage. Manifester level 4. Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 + spell level; domains: strength and knowledge; caster level 9 th ; divination spells cast at 10 th level): 0-create water, detect magic, guidance, light, read magic, remove fear, resistance; 1st-bless, detect evil, enlarge person*, shield of faith, summon monster I; 2nd-align weapon, bull s strength, detect thoughts*, lesser restoration, resist energy, status; 3rdclairaudience/clairvoyance*, daylight, dispel magic, magic vestment**, searing light; 4th-divination*, divine power, greater magic weapon**, 5th-rightious might, true seeing*. **Alkorn typically casts these spells well before going into battle. Possessions: +1 full plate, masterwork buckler, masterwork cold iron morning star, light crossbow (20 bolt), cloak of resistance +1, ring of protection +1, handy haversack, psionic tattoo of thicken skin, scroll of death ward, scroll of invisibility purge, scroll of neutralize poison, scroll of obscuring mist, scroll of protection from energy, scroll of remove fear, scroll of remove blindness/deafness, scroll of remove paralysis, scroll of tongues, wand of cure light wounds (25 charges), holy water, silver holy symbol, 782 gp. Level 10 Alkorn Svehold: Male maenad cleric 10; CR 10; Medium humanoid (psionic); HD 10d8+20; hp 69; Init 1; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk +7; Grapple +8; Atk +8 melee (1d8+1, masterwork cold iron morning star) or +6 ranged (1d8/19-20, light crossbow); Full Atk +8/+3 melee (1d8+1, masterwork cold iron morning star) or +6 ranged (1d8/19-20, light undead 4 times/day (+2 bonus);; AL LN; SV Fort +10, Ref +3, Will +12; Str 13, Dex 8, Con 14, Int 10, Wis 19, Cha 12 Skills and Feats: Bluff +3, Concentration +14, Diplomacy +6, Knowledge (religion) +5, Knowledge (the planes) +2, Sense Motive +6, Spellcraft +4; Deep Impact, Power Attack, Psionic Meditation, Psionic Weapon. Psi-Like Abilities (Sp): 1/day energy ray (+6 ranged rage. Manifester level 5. Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; base DC = 14 + spell level; domains: strength and knowledge; Alkorn Svehold Level 9,10
Alkorn Svehold Level 11,12 caster level 10 th ; divination spells cast at 11 th level): 0- create water, detect magic, guidance, light, read magic, remove fear, resistance; 1st-bless, detect evil, enlarge person*, shield of faith, summon monster I; 2nd-align weapon, bull s strength, detect thoughts*, lesser restoration, resist energy, status; 3rd-clairaudience/clairvoyance*, daylight, dispel magic,, magic vestment**, searing light; 4th-death ward, discern lies*, divine power, greater magic weapon**, 5thrightious might, true seeing*, wall of stone. **Alkorn typically casts these spells well before going into battle. Possessions: +1 full plate, masterwork buckler, masterwork cold iron morning star, light crossbow (20 bolt), cloak of resistance +1, periapt of wisdom +2, ring of protection +1, handy haversack, psionic tattoo of thicken skin, scroll of invisibility purge, scroll of break enchantment, scroll of obscuring mist, scroll of protection from energy, scroll of remove fear, scroll of remove blindness/deafness, scroll of remove paralysis, scroll of tongues, wand of cure light wounds (25 charges), holy water, silver holy symbol, 432 gp. Level 11 Alkorn Svehold: Male maenad cleric 11; CR 11; Medium humanoid (psionic); HD 11d8+22; hp 76; Init 1; Spd 20 ft.; AC 21, touch 10, flat-footed 21; Base Atk +8; Grapple +9; Atk +9 melee (1d8+1, masterwork cold iron morningstar) or +7 ranged (1d8/19-20, light crossbow); Full Atk +9/+4 melee (1d8+1, masterwork cold iron morningstar) or +7 ranged (1d8/19-20, light undead 4 times/day (+2 bonus);; AL LN; SV Fort +11, Ref +4, Will +13; Str 13, Dex 8, Con 14, Int 10, Wis 19, Cha 12. Skills and Feats: Bluff +3, Concentration +14, Diplomacy +7, Knowledge (religion) +5, Knowledge (the planes) +2, Sense Motive +6, Spellcraft +5; Deep Impact, Power Attack, Psionic Meditation, Psionic Weapon. Languages: Common, Maenad. Psi-Like Abilities (Sp): 1/day energy ray (+7 ranged rage. Manifester level 5. Cleric Spells Prepared (6/6+1/5+1/5+1/3+1/2+1/1+1 ; base DC = 14 + spell level; domains: strength and knowledge; caster level 11 th ; divination spells cast at 12 th level): 0-create water, detect magic, guidance, light, read magic, remove fear, resistance; 1st-bless, detect evil, divine favor, enlarge person*, shield of faith, summon monster I; 2nd-align weapon, bull s strength, detect thoughts*, 12 lesser restoration, resist energy, status; 3rd-clairaudience/ clairvoyance*, daylight, dispel magic, magic vestment**, protection from energy, searing light; 4th-death ward, discern lies*, divine power, greater magic weapon**, 5th-rightious might, true seeing*, wall of stone; 6th-heal stoneskin*. **Alkorn typically casts these spells well before going into battle. Possessions: +2 full plate, masterwork buckler, masterwork cold iron morningstar, light crossbow (20 bolt), cloak of resistance +2, periapt of wisdom +2, ring of protection +1, handy haversack, psionic tattoo of thicken skin, scroll of invisibility purge, scroll of break enchantment, scroll of obscuring mist, scroll of remove fear, scroll of remove paralysis, scroll of tongues, wand of cure light wounds (20 charges), holy water, silver holy symbol, 257 gp. Level 12 Alkorn Svehold: Male maenad cleric 12; CR 12; Medium humanoid (psionic); HD 12d8+24; hp 82; Init 1; Spd 20 ft.; AC 22, touch 11, flat-footed 22; Base Atk +9; Grapple +10; Atk +11 melee (1d8+1, masterwork cold iron morningstar) or +9 ranged (1d8/19-20, light crossbow); Full Atk +11/+6 melee (1d8+1, masterwork cold iron morningstar) or +9 ranged (1d8/19-20, light undead 4 times/day (+2 bonus);al LN; SV Fort +12, Ref +5, Will +15; Str 13, Dex 8, Con 14, Int 10, Wis 20, Cha 12. Skills and Feats: Bluff +3, Concentration +15, Diplomacy +8, Knowledge (religion) +5, Knowledge (the planes) +2, Sense Motive +7, Spellcraft +5; Deep Impact, Greater Psionic Weapon, Power Attack, Psionic Meditation, Psionic Weapon. Alkorn can subjugate his mentality to gain a boost of raw physical power. He then takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Psi-Like Abilities (Sp): 1/day energy ray (+9 ranged rage. Manifester level 6. Cleric Spells Prepared (6/6+1/5+1/5+1/3+1/3+1/2+1 ; base DC = 15 + spell level; domains: strength and knowledge; caster level 12 th ; divination spells cast at 13 th level): 0-create water, detect magic, guidance, light, summon monster I; 2nd-align weapon, bull s strength, detect thoughts*, lesser restoration, resist energy, status; 3rdclairaudience/clairvoyance*, daylight, dispel magic, magic vestment**, protection from energy, searing light; 4th-death ward, discern lies*, divine power, greater magic weapon**, 5th-flamestrike, plane shift, righteous might, true seeing*, wall of stone; 6th-heal, hero s feast**, stoneskin*.
**Alkorn typically casts these spells well before going into battle. Hero s feast will also affect up to 11 of Alkorn s allies. Possessions: +2 full plate, masterwork buckler, masterwork cold iron morningstar, light crossbow (20 bolt), cloak of resistance +2, periapt of wisdom +2, ring of protection +2, handy haversack, psionic tattoo of thicken skin, scroll of invisibility purge, scroll of break enchantment, scroll of obscuring mist, scroll of remove paralysis, scroll of tongues, wand of cure light wounds (15 charges), holy water, silver holy symbol, 357 gp. Level 13 Alkorn Svehold: Male maenad cleric 13; CR 13; Medium humanoid (psionic); HD 13d8+39; hp 101; Init 1; Spd 20 ft.; AC 22, touch 11, flat-footed 22; Base Atk +9; Grapple +10; Atk +12 melee (1d8+1, masterwork cold iron morningstar) or +9 ranged (1d8/19-20, light crossbow); Full Atk +11/+6 melee (1d8+1, masterwork cold iron morningstar) or +9 ranged (1d8/19-20, light undead 4 times/day (+2 bonus); AL LN; SV Fort +13, Ref +5, Will +15; Str 13, Dex 8, Con 16, Int 10, Wis 20, Cha 12. Skills and Feats: Bluff +3, Concentration +17, Diplomacy +8, Knowledge (religion) +5, Knowledge (the planes) +3, Sense Motive +7, Spellcraft +5; Deep Impact, Greater Psionic Weapon, Power Attack, Psionic Meditation, Psionic Weapon. Psi-Like Abilities (Sp): 1/day energy ray (+9 ranged rage. Manifester level 6. Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/3+1/2+1/1 +1; base DC = 15 + spell level; domains: strength and knowledge; caster level 13 th ; divination spells cast at 14 th level): 0-create water, detect magic, guidance, light, thoughts*, lesser restoration, remove paralysis, resist energy, status; 3rd-clairaudience/clairvoyance*, daylight, dispel magic, magic vestment**, protection from energy, searing light; 4th-death ward, discern lies*, divine power, greater magic weapon**, tongues, 5th-flamestrike, plane shift, righteous might, true seeing*, wall of stone; 6th-heal, hero s feast**, stoneskin*; 7th-destruction, legend lore*. **Alkorn typically casts these spells well before going into battle. Hero s feast will also affect up to 12 of Alkorn s allies. 13 Possessions: +2 full plate, masterwork buckler, masterwork cold iron morningstar, light crossbow (20 bolt), cloak of resistance +2, periapt of wisdom +2, pink rhomboid ioun stone, ring of protection +2, handy haversack, psionic tattoo of thicken skin, scroll of invisibility purge, scroll of break enchantment, scroll of obscuring mist, wand of cure light wounds (10 charges), holy water, silver holy symbol, special destruction holy symbol, 782 gp. Level 14 Alkorn Svehold: Male maenad cleric 14; CR 14; Medium humanoid (psionic); HD 14d8+42; hp 108; Init 1; Spd 30 ft.; AC 22, touch 11, flat-footed 22; Base Atk +10; Grapple +12; Atk +12 melee (1d8+2, masterwork cold iron morningstar) or +10 ranged (1d8/19-20, light crossbow); Full Atk +12/+7 melee (1d8+2, masterwork cold iron morningstar) or +10 ranged (1d8/19-20, light undead 4 times/day (+2 bonus); AL LN; SV Fort +14, Ref +5, Will +16 (+19 against enchantments); Str 15, Dex 8, Con 16, Int 10, Wis 20, Cha 12. Skills and Feats: Bluff +3, Concentration +17, Diplomacy +10, Jump +2, Knowledge (religion) +5, Knowledge (the planes) +4, Sense Motive +7, Spellcraft +5; Deep Impact, Greater Psionic Weapon, Power Attack, Psionic Meditation, Psionic Weapon. Psi-Like Abilities (Sp): 1/day energy ray (+10 ranged rage. Manifester level 7. Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/3+1/3+1/2 +1; base DC = 15 + spell level; domains: strength and knowledge; caster level 14 th ; divination spells cast at 15 th level): 0-create water, detect magic, guidance, light, thoughts* (DC 17), lesser restoration, remove paralysis, daylight, dispel magic, magic vestment**, protection from energy, searing light; 4th-death ward, discern lies*, divine power, greater magic weapon**, tongues, 5th-flamestrike, plane shift, righteous might, true seeing*, wall of stone; 6th-mass bull s strength, heal, hero s feast**, stoneskin*; 7thdestruction, ethereal jaunt, legend lore*. **Alkorn typically casts these spells well before going into battle. Hero s feast will also affect up to 13 of Alkorn s allies. Possessions: +2 full plate, masterwork buckler, masterwork cold iron morningstar, light crossbow (20 bolt), boots of Alkorn Svehold Level 13,14
Alkorn Svehold Level 15,16 striding and springing, cloak of resistance +2, gauntlet of ogre power, periapt of wisdom +2, pink rhomboid ioun stone, ring of protection +2, handy haversack, pearl of power (1st level), psionic tattoo of thicken skin, scroll of invisibility purge, scroll of break enchantment, scroll of obscuring mist, wand of cure light wounds (5 charges), holy water, silver holy symbol, special destruction holy symbol, 357 gp. Level 15 Alkorn Svehold: Male maenad cleric 15; CR 15; Medium humanoid (psionic); HD 15d8+45; hp 116; Init 1; Spd 30 ft.; AC 22, touch 11, flat-footed 22; Base Atk +11; Grapple +13; Atk +13 melee (1d8+2, masterwork cold iron morningstar) or +11 ranged (1d8/19-20, light crossbow); Full Atk +13/+8/+3 melee (1d8+2, masterwork cold iron morningstar) or +11 ranged (1d8/19-20, light undead 4 times/day (+2 bonus); AL LN; SV Fort +14, Ref +6, Will +17; Str 15, Dex 8, Con 16, Int 10, Wis 22, Cha 12. Skills and Feats: Bluff +3, Concentration +18, Diplomacy +10, Jump +2, Knowledge (religion) +5, Knowledge (the planes) +5, Sense Motive +8, Spellcraft +5; Deep Impact, Divine Focus, Greater Psionic Weapon, Power Attack, Psionic Meditation, Psionic Weapon. Divine Focus [Divine, Psionic] You may channel divine energy to regain your mental composure. Prerequisites: Ability to turn or rebuke undead. Benefit: As a swift action, you may spend one of your turn or rebuke attempts to automatically gain psionic focus Psi-Like Abilities (Sp): 1/day energy ray (+11 ranged rage. Manifester level 7. Cleric Spells Prepared (6/6+1/6+1/6+1/4+1/4+1/3+1/2 +1/1+1; base DC = 16 + spell level; domains: strength and knowledge; caster level 15 th ; divination spells cast at 16 th level): 0-create water, detect magic, guidance, light, thoughts*, eagle s splendor, lesser restoration, remove paralysis, daylight, dispel magic, invisibility purge, magic vestment**, protection from energy, searing light; 4th-death ward, discern lies*, divine power, greater magic weapon**, 14 tongues, 5th-break enchantment, flamestrike, plane shift, righteous might, true seeing*, wall of stone; 6th-greater dispel magic, mass bull s strength, heal, hero s feast**, stoneskin*; 7th-destruction, ethereal jaunt, legend lore*; 8th-discern location*, summon monster VIII. **Alkorn typically casts these spells well before going into battle. Hero s feast will also affect up to 14 of Alkorn s allies. Possessions: +2 full plate, masterwork buckler, masterwork cold iron morningstar, light crossbow (20 bolt), boots of striding and springing, cloak of resistance +2, gauntlet of ogre power, periapt of wisdom +4, pink rhomboid ioun stone, ring of protection +2, handy haversack, pearl of power (1st level), psionic tattoo of thicken skin, scroll of invisibility purge, scroll of break enchantment, scroll of obscuring mist, holy water, silver holy symbol, special destruction holy symbol, 2,432 gp. Level 16 Alkorn Svehold: Male maenad cleric 16; CR 16; Medium humanoid (psionic); HD 16d8+48; hp 123; Init 1; Spd 30 ft.; AC 23, touch 11, flat-footed 23; Base Atk +12; Grapple +14; Atk +14 melee (1d8+2, masterwork cold iron morningstar) or +12 ranged (1d8/19-20, light crossbow); Full Atk +14/+9/+4 melee (1d8+2, masterwork cold iron morningstar) or +12 ranged (1d8/19-20, light undead 4 times/day (+2 bonus); SQ Damage reduction 3/-,; AL LN; SV Fort +16, Ref +7, Will +19; Str 15, Dex 8, Con 16, Int 10, Wis 23, Cha 12. Skills and Feats: Bluff +3, Concentration +19, Diplomacy +10, Jump +2, Knowledge (religion) +5, Knowledge (the planes) +5, Sense Motive +8, Spellcraft +6; Deep Impact, Divine Focus, Greater Psionic Weapon, Power Attack, Psionic Meditation, Psionic Weapon. Psi-Like Abilities (Sp): 1/day energy ray (+12 ranged rage. Manifester level 8. Cleric Spells Prepared (6/6+1/6+1/6+1/4+1/4+1/3+1/3 +1/2+1; base DC = 16 + spell level; domains: strength and knowledge; caster level 16 th ; divination spells cast at 17 th level): 0-create water, detect magic, guidance, light, thoughts*, eagle s splendor, lesser restoration, remove paralysis, daylight, dispel magic, invisibility purge, magic vestment**,
protection from energy, searing light; 4th-death ward, discern lies* (DC 20), divine power, greater magic weapon**, tongues, 5th-break enchantment, flamestrike, plane shift, righteous might, true seeing*, wall of stone; 6thgreater dispel magic, mass bull s strength, heal, hero s feast**, stoneskin*; 7th-destruction, ethereal jaunt, legend lore*; 8th-discern location*, greater scrying, shield of law, summon monster VIII. **Alkorn typically casts these spells well before going into battle. Hero s feast will also affect up to 15 of Alkorn s allies. Possessions: +2 adamantine full plate, masterwork buckler, masterwork cold iron morningstar, light crossbow (20 bolt), boots of striding and springing, cloak of resistance +3, gauntlet of ogre power, periapt of wisdom +4, pink rhomboid ioun stone, ring of protection +2, handy haversack, pearl of power (1st level), scroll of invisibility purge, scroll of break enchantment, holy water, silver holy symbol, special destruction holy symbol, shield of law focus, 7 gp. Level 17 Alkorn Svehold: Male maenad cleric 17; CR 17; Medium humanoid (psionic); HD 17d8+51; hp 131; Init 1; Spd 30 ft.; AC 24, touch 12, flat-footed 24; Base Atk +12; Grapple +14; Atk +14 melee (1d8+2, masterwork cold iron morningstar) or +12 ranged (1d8/19-20, light crossbow); Full Atk +14/+9/+4 melee (1d8+2, masterwork cold iron morningstar) or +12 ranged (1d8/19-20, light undead 4 times/day (+2 bonus); SQ Damage reduction 3/-; AL LN; SV Fort +16, Ref +7, Will +19; Str 15, Dex 8, Con 16, Int 10, Wis 23, Cha 12. Skills and Feats: Bluff +3, Concentration +20, Diplomacy +10, Jump +2, Knowledge (religion) +6, Knowledge (the planes) +5, Sense Motive +8, Spellcraft +6; Deep Impact, Divine Focus*, Greater Psionic Weapon, Power Attack, Psionic Meditation, Psionic Weapon. Psi-Like Abilities (Sp): 1/day energy ray (+12 ranged rage. Manifester level 8. Cleric Spells Prepared (6/6+1/6+1/6+1/5+1/4+1/4+1/3+1 /2+1/1+1; base DC = 16 + spell level; domains: strength and knowledge; caster level 17 th ; divination spells cast at 18 th level): 0-create water, detect magic, guidance, light, thoughts*, eagle s splendor, lesser restoration, remove paralysis, 15 daylight, dispel magic, invisibility purge, magic vestment**, protection from energy, searing light; 4th-death ward, discern lies*, divine power, greater magic weapon**, sending, tongues, 5th-break enchantment, flamestrike, plane shift, righteous might, true seeing*, wall of stone; 6th-greater dispel magic, mass bull s strength, heal (2), hero s feast**, stoneskin*; 7th-destruction, ethereal jaunt, legend lore*; 8th-discern location*, greater scrying, shield of law, summon monster VIII; 9th-crushing hand*, mass heal. **Alkorn typically casts these spells well before going into battle. Hero s feast will also affect up to 16 of Alkorn s allies. Possessions: +3 adamantine full plate, masterwork buckler, masterwork cold iron morningstar, light crossbow (20 bolt), boots of striding and springing, cloak of resistance +3, dusty rose prism ioun stone, gauntlet of ogre power, periapt of wisdom +4, pink rhomboid ioun stone, ring of protection +3, handy haversack, pearl of power (1st level), scroll of invisibility purge, scroll of break enchantment, holy water, silver holy symbol, special destruction holy symbol, shield of law focus, 3,007 gp. Level 18 Alkorn Svehold: Male maenad cleric 18; CR 18; Medium humanoid (psionic); HD 18d8+54; hp 138; Init 1; Spd 30 ft. (40 ft. when psionically focused); AC 28, touch 12, flat-footed 28 Base Atk +13; Grapple +15; Atk +15 melee (1d8+2, masterwork cold iron morningstar) or +13 ranged (1d8/19-20, light crossbow); Full Atk +15/+10/+5 melee (1d8+2, masterwork cold iron morningstar) or +13 ranged (1d8/19-20, light crossbow); SA energy ray, feat of strength, outburst, turn undead 4 times/day (+2 bonus); SQ Damage reduction 3/-; AL LN; SV Fort +17, Ref +8, Will +20; Str 15, Dex 8, Con 16, Int 10, Wis 23, Cha 12. Skills and Feats: Bluff +3, Concentration +20, Diplomacy +10, Jump +5, Knowledge (religion) +6, Knowledge (the planes) +6, Sense Motive +8, Spellcraft +7; Deep Impact, Divine Focus*, Greater Psionic Weapon, Power Attack, Psionic Meditation, Psionic Weapon, Speed of Thought. Psi-Like Abilities (Sp): 1/day energy ray (+13 ranged rage. Manifester level 9. Cleric Spells Prepared (6/6+1/6+1/6+1/5+1/4+1/4+1/3+1 /3+1/2+1; base DC = 16 + spell level; domains: strength and knowledge; caster level 18 th ; divination spells cast at 19 th level): 0-create water, detect magic, guidance, light, Alkorn Svehold Level 17,18
Alkorn Svehold Level 19,20 thoughts*, eagle s splendor, lesser restoration, remove paralysis, daylight, dispel magic, invisibility purge, magic vestment**, protection from energy, searing light; 4th-death ward, discern lies*, divine power, greater magic weapon**, sending, tongues, 5th-break enchantment, flamestrike, plane shift, righteous might, true seeing*, wall of stone; 6th-greater dispel magic, mass bull s strength, heal (2), hero s feast**, stoneskin*; 7th-destruction, ethereal jaunt, legend lore*; 8thdiscern location*, greater scrying, shield of law, greater spell immunity, summon monster VIII; 9th-crushing hand*, mass heal, miracle. **Alkorn typically casts these spells well before going into battle. Hero s feast will also affect up to 17 of Alkorn s allies. Possessions: +3 adamantine full plate, masterwork buckler, masterwork cold iron morningstar, light crossbow (20 bolt), boots of striding and springing, cloak of resistance +3, dusty rose prism ioun stone, gauntlet of ogre power, periapt of wisdom +4, pink rhomboid ioun stone, ring of protection +3, skin of the defender, handy haversack, pearl of power (1st level), scroll of invisibility purge, scroll of break enchantment, holy water, silver holy symbol, special destruction holy symbol, shield of law focus, 1,007 gp. Level 19 Alkorn Svehold: Male maenad cleric 19; CR 19; Medium humanoid (psionic); HD 19d8+57; hp 146; Init 1; Spd 30 ft. (40 ft. when psionically focused); AC 28, touch 12, flat-footed 28 Base Atk +14; Grapple +16; Atk +16 melee (1d8+2, masterwork cold iron morningstar) or +14 ranged (1d8/19-20, light crossbow); Full Atk +16/+11/+6 melee (1d8+2, masterwork cold iron morningstar) or +14 ranged (1d8/19-20, light crossbow); SA energy ray, feat of strength, outburst, turn undead 4 times/day (+2 bonus); SQ Damage reduction 3/-; AL LN; SV Fort +19, Ref +10, Will +23; Str 15, Dex 8, Con 16, Int 10, Wis 25, Cha 12. Skills and Feats: Bluff +3, Concentration +20, Diplomacy +10, Jump +5, Knowledge (religion) +7, Knowledge (the planes) +6, Sense Motive +9, Spellcraft +7; Deep Impact, Divine Focus*, Greater Psionic Weapon, Power Attack, Psionic Meditation, Psionic Weapon, Speed of Thought. Psi-Like Abilities (Sp): 1/day energy ray (+14 ranged rage. Manifester level 9. 16 Cleric Spells Prepared (6/6+1/6+1/6+1/5+1/5+1/4+1/4+1 /3+1/3+1; base DC = 17 + spell level; domains: strength and knowledge; caster level 19 th ; divination spells cast at 20 th level): 0-create water, detect magic, guidance, light, thoughts*, eagle s splendor, lesser restoration, remove paralysis, daylight, dispel magic, invisibility purge, magic vestment**, protection from energy, searing light, water breathing; 4th-death ward, discern lies*, divine power, greater magic weapon**, sending, tongues, 5th-break enchantment, flamestrike, plane shift, righteous might, true seeing*, wall of stone; 6th-greater dispel magic, mass bull s strength, heal (2), hero s feast**, stoneskin*; 7th-destruction (2), dictum, ethereal jaunt, legend lore*; 8th-discern location*, greater scrying, shield of law, greater spell immunity, summon monster VIII; 9th-crushing hand*, implosion, mass heal, miracle. **Alkorn typically casts these spells well before going into battle. Hero s feast will also affect up to 18 of Alkorn s allies. Possessions: +3 adamantine full plate, masterwork buckler, masterwork cold iron morningstar, light crossbow (20 bolt), boots of striding and springing, cloak of resistance +5, dusty rose prism ioun stone, gauntlet of ogre power, periapt of wisdom +6, pink rhomboid ioun stone, ring of protection +3, skin of the defender, handy haversack, pearl of power (2nd level), holy water, silver holy symbol, special destruction holy symbol, shield of law focus, 3,507 gp. Level 20 Alkorn Svehold: Male maenad cleric 20; CR 20; Medium humanoid (psionic); HD 20d8+60; hp 153; Init 1; Spd 30 ft. (40 ft. when psionically focused); AC 28, touch 12, flat-footed 28 Base Atk +15; Grapple +17; Atk +17 melee (1d8+2, masterwork cold iron morningstar) or +16 ranged (1d8/19-20, light crossbow); Full Atk +17/+12/+8 melee (1d8+2, masterwork cold iron morningstar) or +15 ranged (1d8/19-20, light crossbow); SA energy ray, feat of strength, outburst, turn undead 4 times/day (+2 bonus); SQ Damage reduction 3/-; AL LN; SV Fort +22, Ref +12, Will +27; Str 15, Dex 8, Con 16, Int 10, Wis 26, Cha 12. Skills and Feats: Bluff +5, Concentration +22, Diplomacy +12, Jump +7, Knowledge (religion) +10, Knowledge (the planes) +9, Sense Motive +12, Spellcraft +9; Deep Impact, Divine Focus*, Greater Psionic Weapon, Power Attack, Psionic Meditation, Psionic Weapon, Speed of Thought. *New feat
Psi-Like Abilities (Sp): 1/day energy ray (+16 ranged rage. Manifester level 10. Cleric Spells Prepared (6/6+1/6+1/6+1/5+1/5+1/4+1/4+1 /4+1/4+1; base DC = 18 + spell level; domains: strength and knowledge; caster level 20 th ; divination spells cast at 21 st level): 0-create water, detect magic, guidance, light, thoughts*, eagle s splendor, lesser restoration, remove paralysis, daylight, dispel magic, invisibility purge, magic vestment**, protection from energy, searing light, water breathing; 4th-death ward, discern lies*, divine power, greater magic weapon** (2), sending, tongues, 5th-break enchantment, flamestrike, plane shift, righteous might, true seeing*, wall of stone; 6th-greater dispel magic, mass bull s strength, heal (2), hero s feast**, stoneskin*; 7th-destruction (2), dictum, ethereal jaunt, legend lore*; 8th-discern location*, earthquake, greater scrying, greater spell immunity, holy aura, shield of law, summon monster VIII; 9th-crushing hand*, gate, implosion, mass heal, miracle. **Alkorn typically casts these spells well before going into battle. Hero s feast will also affect up to 19 of Alkorn s allies. Possessions: +3 adamantine full plate, masterwork buckler, masterwork cold iron morningstar, light crossbow (20 bolt), boots of striding and springing, cloak of resistance +5, dusty rose prism ioun stone, gauntlet of ogre power, pale green prism ioun stone, periapt of wisdom +6, pink rhomboid ioun stone, ring of protection +3, skin of the defender, stone of good luck, handy haversack, pearl of power (2nd level), holy water, silver holy symbol, special destruction holy symbol, shield of law focus, 3,507 gp. Alkorn Svehold Level 20 17