Pathfinder: Unpublished Spells for Your Enjoyment

Continuing the series from earlier this week, we bring you four spells from the upcoming Book of Magic: Signature Spells 2. The single biggest complaint about Book of Magic: Signature Spells 1 was that not all the spells were the signature spells of a particular spellcaster. We are amending that for number 2. We’re just a few spells shy of being finished with it (plus editing). As soon as we finish up with Shadowsfall: Shadow Plane Player’s Guide, we’ll get these spells finished up. In the meantime, enjoy this preview of these spells.

Clarissa’s Holy Defense
School abjuration [good]; Level cleric 4, inquisitor 4, paladin 4
Casting Time 1 standard action
Components V, S, DF
Range 30 ft. radius burst
Area all allies within a 30 ft. radius burst centered on you
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
Your deity shows you favor and protects you in your struggle. You and each of your allies gain a +2 sacred bonus to your armor class and saving throws. This bonus increases to +4 when being attacked by undead and evil outsiders.

Halabar’s Zone of Screams
School
illusion [fear, figment, mind-affecting, sonic]; Level bard 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 10 ft radius burst
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Terrifying screams fill the bursting area that only those inside the area can hear. Those that fail the Will save are frightened for the spell’s duration, even if they leave the affected area. Those entering the zone must make a Will save or be frightened for the remainder of the spell’s duration. If the area is silenced (such as from a zone of silence spell), the effects of this spell are suppressed but are not ended.

Leighanna’s Forceful Halt
School
enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 4
Casting Time 1 immediate action
Components V
Range medium (100 ft. + 10 ft./level)
Target one living creature
Saving Throw Will negates; Spell Resistance yes
If the creature targeted by this spell fails its Will save, it ends it movement for this round. At the start of its next turn, the target creature may move as normal. If the creature has not yet moved this round, it can take up to a 5 ft. step. If the creature was moving faster than twice its movement speed, it must make a Reflex save or falls prone. A flying creature may make a free Fly check to hover, if capable.

Shallan’s Vampire Shadow
School illusion (shadow) [shadow]; Level cleric 6, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S, M (black pearl worth 1,000 gp)
Range medium (100 ft. + 10 ft./level)
Target one vampire
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
The pearl explodes into a shadow and attaches itself to the vampire. A vampire targeted by this spell can be affected by spells that only target living creatures or that require a Fortitude save that do not affect objects. Spells that deal positive or negative energy treat the vampire as an undead creature.

Pathfinder: New Monster for Your Enjoyment

You may have seen my posts on Twitter and Facebook that I’m devoting all my time these days to working on Shadowsfall to the exclusion of all else. However, I do not want to drop off the face of the earth. So, I’m going to be posting some various pieces of material that are developed but are waiting for me to finish writing more in a similar vein (which I’m not doing these days). So consider these spoilers of future products. I’ll be posting about once to twice a week so stop back frequently.

Enjoy


Image by Ryan Sumo

Guardian of the Mountains

An enormous rock beast, this creature is easily mistaken for a small mountain while it is dormant for centuries
Guardian of the Mountains   CR 19
XP 204,800
LN Colossal outsider (earth, elemental, extraplanar)
Init +2; Senses darkvision 120 ft., tremorsense 240 ft.; Perception +35 (+42 vs creatures touching the ground)


Defense


AC 37, touch 0, flat-footed 37 (-2 Dex, +37 natural, -8 size)
hp 406 (28d10+252)
Fort +25, Ref +9, Will +20
DR 20/adamantine; Immune acid; SR 36
Weaknesses vulnerable to sonic


Offense


Speed 30 ft., burrow 120 ft., earth glide
Melee 2 slams +30 (4d8+10)
Ranged rock throwing +18 (8d8+15))
Space 30 ft., Reach 30 ft. (400 ft. with extended slam)
Special Attack crush (DC 34, 4d8+15), extended slam, rock throwing (200 ft.)


Statistics


Str 31, Dex 6, Con 29, Int 12, Wis 18, Cha 19
Base Atk +28; CMB +46; CMD 54
Feats Improved Initiative, Lightning Reflexes
Skills Intimidate +34, Knowledge (dungeoneering, history, planes) +32, Linguistics +32, Perception +35 (+42 vs creatures touching the ground), Sense Motive +35; Racial Modifiers +12 Perception vs creatures touching the ground
Languages Common, Draconic, Terran and 27 others


Ecology


Environment any mountains
Organization solitary
Treasure double (lumps of gold, platinum and silver)


Special Abilities


Crush (Ex) A guardian of the mountains can crush any creature it steps on. If a guardian of the mountain enters the space occupied by an opponent three or more size categories smaller, the creature takes 4d8+15 and must make a Reflex save (DC 34) or be pinned. A pinned creature takes the listed damage at the start of its turn and must succeed a CMB or Escape Artist check to break the grapple. A guardian of the mountain must succeed a CMB check to maintain the pin. The DC for this ability is Strength-based.
Extended Slam (Su) A guardian of the mountains can pull rocks out of the ground, incorporate them into its body and extend its reach. Once every 2 rounds, a guardian of the mountains can attempt a slam attack against creature that is up to 400 ft. away. Alternatively, this can be used to make a bull rush attempt. This does not provoke an attack of opportunity. After this attack, the rocks pulled out of the ground fall back down. All creatures in a line between a guardian of the mountains and its target must succeed a Reflex save (DC 33) or take 2d6 points of bludgeoning damage. Creatures that are above the guardian of the mountains and its target (such as flying creature) do not take damage from this effect while creatures below the line of falling rocks take damage. A guardian of the mountains must be in contact with the ground to use this ability. The DC for this ability is Constitution-based.

A guardian of the mountains does not move for earthquakes or the encroachment of civilization or the slow progress of time. It only awakens from its long slumber whenever the force of air encroaches heavily on the force of earth. Ancient stories tell of a guardian coming out when powerful spellcasters specialize in air or cold spells and wield them within a mountain chain, a large group of cloud giants make their home in its hills, or a flying city passes overhead. One tale tells of a Guardian of the Mountains crushing a human city that worshipped an air deity in its mountains, having built grand temples to the deity.

Legends claim that it is one of Gaia’s scions and great protectors. Scholars debate whether the guardian of the mountains is all the same creature, travelling from place to place or if there are multiple guardians living in the world. No stories claim that any have ever been killed. However, a few tales tell of the guardian of the mountain being reasoned with and the reason for its attacks ended. Typically these legends tell of someone going on a great quest to put a stop to the real cause of the guardian of the mountain’s reason for anger.

Pathfinder: Races of Shadowsfall

Last preview of Shadowsfall: Shadow Plane Player’s Guide I said I would post more about the other three strongholds. Since then I’ve been busy, busy with the races section so that is filling up my mind. So I’m going to tell you all about races instead today.

The write up of the core book races got thrown out earlier this week. I had an epiphany while on one of my daily walks about humans, halflings and all the rest of the regular races: they are not normal. I mean I don’t want my races to just be the regular standard races, I want them interesting. So I started thinking about this logically. They’re on the Plane of Shadows. The races are being changed into their dark equivalent. Its dark and the landscape changes. … And their mind doesn’t know how to adjust to the Plane of Shadows.

Take humans for example. The Plane of Shadows is adjusting their mind and body a little at a time until several generations from now they become fetchlings. Over time they go stark raving mad. So there are groups of humans just roaming the countryside that have lost all connection to their humanity. Kind of like those crazy people that will rape someone to death, eat the person’s flesh and so their skins into their clothing. Inhabitants of remote villages deep in the outlands speak of them in hushed voices while those in strongholds talk of them as the bogeyman. Some humans are immune to this maddening effect *cough* player characters *cough* and help keep the normal humans safe from these terrors of Shadowsfall.

Halflings are were probably the hardest to come up with a Shadowsfall option, and for a long while their write up consisted of little more than “halflings are not comfortable here and leave the plane as fast as possible,” or something to that effect. Last night my girlfriend gave me the brilliant idea of using Golem from the Lord of the Rings movies as the basic idea for a Shadowsfall halfling. Hairless, bulging eyes and not quite right but otherwise funcitonal. Oh and halflings have darkvision in place of halfling luck.

Elves and dwarves were fun. Basically they both live a long time, long enough to see 3-5 generations in their lifetimes. So they both get to watch before their eyes as each successive generation becomes closer to drow and duergar, respectively. How f-ed up is that!

I’m still trying to get a handle on what I’m going to do with gnomes. Its hard to make a race that is already crazy crazier. Maybe I’ll make them sane. I don’t know. Do you have any suggestions?

Shadowsfall: Player’s Guide to the Shadow Plane also describes other races as well. Chief among them: wayang. Paizo introduced this race with the Dragon Empire Gazetteer and Primer books and will be detailing them further in the Advanced Race Guide, saying they come from the Plane of Shadows. I hadn’t really planned on them but alright. Wayang live in the deathlands, areas where the Plane of Negative Energy and the Plane of Shadows intersect. No living creature can live there, unless they possess negative energy affinity or similar variations. Wayang possess an ability called Light and Dark which allows them to basically have negative energy affinity for 1 hour/day. Well, that’s not going to cut it, so I gave them an alternate racial trait of negative energy affinity in place of light and dark, saying that light and dark is the Material Plane variation.

A few other races described include orcs, hobgoblins, ratfolk, drow, duergar, fetchlings, half-elves/orcs, svirfneblin and of course umbral kobolds and wanderers. These last two races each have a full page detailing them for your game. I’ll be talking more about these these two on a later post. Until then, later.

Pathfinder: Book of Friend and Foes: Assassinating your Downloads Now

Get personal – Fully fleshed arch-nemeses and assassins for your characters await within! The Book of Friends and Foes: Assassins in the River Nations delivers eight NPCs to fill out your kingdom building game. These assassins will keep your the characters guessing where the next deadly threat will come from next. Covering CR 6-13, these assassins will cover your death squad needs for much of the adventure path. Use these deadly foes to hang plot hooks and move your adventure along.

Inside this supplement, you will find:

  • Muffin Brownbottle, Death’s Chef, Rogue 5/Assassin 2
  • Jolanta Adanski, the Grave Cackler, Witch 7/Assassin 1
  • Qog Kirgon, the Mountain Stalker, Ranger 5/Assassin 4
  • Dyali Starwater, Heirophant of the Dying Moon Cult, Cleric 9/Assassin 1
  • Koron, Warmaster of Death, Fighter 9/Assassin 2
  • Mariana, Master of Disguise, Rogue 5/Assassin 7
  • Akanor, Funeral Singer, Bard 10/Assassin 3
  • Ceriddaia Shimmerstar, the Sword Breaker, Magus 14

This PDF supplement comes complete with a Hero Lab file, allowing for the quickest possible integration into your game.

Download these deadly foes today at DriveThruRPG/RPGNow and at Paizo.com

Jon Brazer Enterprises is Expanding

Jon Brazer Enterprises is looking to add two new permanent positions to our company: an Editor and a Hero Lab Programmer. These will not be full time positions nor will the pay be enough to be your sole source of income. But if you are looking to take the next step in the role playing market and be apart of a fun company that has print books sold in game stores on three continents, now is your chance.

Editor
Job Responsibilities: It is the editor’s job to take gaming material that is written and turn it into something both understandable by others and do so in a timely manner. Writing opportunities are also available.
Job Requirements: A four-year English degree or similar is strongly recommended. A stable internet connection is required. Ability to work with .doc and .docx files is also required. A strong familiarity with the Pathfinder Role Playing Game is required. A familiarity with the Pathfinder Campaign Setting is recommended.
Please send resumes in .doc or .docx format to this email address. Also please attach your edits to this blog post with track changes turned on.

Hero Lab Programmer
Job Responsibilities: It is the hero lab programmer’s job to take written gaming material and turn it into .user files. Writing opportunities are also available.
Job Requirements: A four-year Computer Science degree or similar is recommended. A stable internet connection is required. Experience programming in Hero Lab is required. A strong familiarity with the Pathfinder Role Playing Game is required. A familiarity with the Pathfinder Campaign Setting is recommended.
Please send resumes in .doc or .docx format to this email address. Also, please attach this monster as a .user file.

Face to face interviews will be conducted at PaizoCon or online via Skype.

Pathfinder: Got Heroes

Written by Marie Small, Image by Luis Antonio Salas Lastra

Later this month, Jon Brazer Enterprises will be releasing the first in our Book of Heroic Racesseries. These all new player races will give you a new race to immerse yourself into. Each new race will give you all options with ways that never appeared in a Tolkien book. Enhance your world and your game with all and fully supported races.

First in this series is Book of Heroic Races: Seedlings. These tree-like people are one with nature and are peaceful unless you threaten the forest. Then you will face their defenders wielding weapons made from the switches on their own heads. This all new race, written by RPG Superstar 2011 contender Marie Small, delves into their society, culture, religion, and gives you a detailed look inside the minds of these enigmatic people. Included you will find all new feats, weapons, spells, archetypes, prestige classes and much more to fully flesh out these characters. And as a help to GMs, a section is included on how you can easily integrate seedlings into your existing campaign settings.

As a first look preview into these people, I would like to show you a spell and a magic item particular to the seedling people.

Spore
School conjuration (summoning); Level druid 2, sorcerer/wizard 2, witch 2
Casting time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./ 2 levels)
Target one living creature/2 caster levels, no two of which can be more than 30 ft. apart
Duration 1d6 rounds
Saving Throw Fortitude partial; Spell Resistance yes
A miasma of small, black spores wafts up from the ground accompanied by a musty odor. Upon a failed saving throw, the targeted creatures become sickened for the spell’s duration. A successful Fortitude save means the duration is reduced to 1 round. If this spell is empowered (as per the feat Empower Spell), the targeted creatures become nauseated.

Exploding Seeds
Aura strong conjuration; CL 13th
Slot –; Price 78,000 gp; Weight
Description
Five reddish-orange seeds grow off a section of vine. When you pull one off one of the seeds and throw it as a ranged touch attack, the seed inflicts 1d6 points of fire damage on impact. Creatures within 5 ft. of the target take 1d4 points of fire damage; creatures that are within 10 ft. (but further than 5 ft.) of the target sustain 1 point of fire damage. The seeds regrow at dawn.
Construction
Requirements Bouncing Spell, Craft Wondrous Item, fire seeds; Cost 39,000 gp

Pathfinder: Strongholds of Shadowsfall

One thing I have learned while writing Shadowsfall is that no two people have the same idea what the Plane of Shadows should be like. So I am going to be describing some aspect of Shadowsfall atleast once per week here on my website. Today, I want to talk about Strongholds.

Strongholds are essentially city states. They are a section of land that is under the protection of the city government in the middle. They range in size from about 5 square miles to about 200 square miles. The quality of that protection varies greatly from stronghold to stronghold, but none of them are perfect. Protection generally comes in the form of an adventurer or a group of adventurers tasked with the protection of a village or outpost. But most of the strongholds have an army or a militia or something to stop gigantic hordes of undead decimating everything.

Every stronghold is different. The newest is Blackbat. The city of Blackbat is made up of every kind of living race (and even a few undead races) imaginable. It is positioned where it is because it has easy access to food and other resources, namely mushroom fields, mines and zombie slave labor. The diverse citizens (from humans, fetchlings, elves, drow and orcs to umbral kobolds, dhampirs, wanderers, and any more exotic races) work together to keep the city protected, even if they would kill each other in other circumstances.

Compare that with Vole’s Deep. This stronghold has been dying ever since the land surrounding it was moved far away, depleting it of a stable food source. A number of warlords now fight each other for the scarce food still present.

King’s Grave is the one with the least to fear from the undead hordes because they fear the golems that once protected this stronghold. The city itself is now devoid of life, however the area around the city is teaming with life as the citizens hide from the creations their ancestors made to keep them safe.

Next time I’ll tell more about the other three strongholds. Enjoy.

The Wayne Foundation Charity RPG Bundle

Available only from May 4th – May 18th 2012

The Wayne Foundation Charity RPG Pack is available for sale! With $235 worth of product and retailing for just $25, you’ll be hard pressed to find a better bargain than this.

Want another reason to get excited? All of the profits raised from the sale of this pack will go directly to The Wayne Foundation – a 501(3)c charitable organization dedicated to ending child prostitution.

This charity pack will get you a huge variety of amazing things! Complete RPG systems, books to supplement your D&D 4e, Pathfinder, Fate, G-core and other games, original character artwork, original short fiction and several full length novels! You will find months, if not years of entertainment right here, in several convenient, fairly huge .zip file just waiting for you to download!

What’s included RPGs and other tabletop games

Imperfekt Gammes
• Invulnerable – the Super Hero Roleplaying Game
Dilly Green Bean Games
• G-Core
Robert Bohl Games
• Misspent Youth
Naked Hobo Productions (G. Buettner)
• Mistrunner Core Rulebook
Buried Without Ceremony
• Perfect Unrevised
Wicked North Games
• Azamar
Melior Via
• Hope Prep #0: Orientation (ICONS)
NDP Design
• Annalise
Gypsy Knight Games
• Quick worlds #17 – Tal’Kalares (Traveller)
• Quick Worlds #18 – Era (Traveller)
• Quick Worlds #22 – Minerva (Traveller)
• Quick Worlds #23 – Ararat (Traveller)
Soultaker Studios
• Adversairies: The Triad (G-Core)
Evil Hat Productions
• Spirit of the Season (FATE)
Chaotic Shiny Productions
• Arcane Flavor (4e/GSL)
Adamant Drakon Freelance Productions
• Dynamo RPG
Brent P Newhall’s Musaeum
• Dark Sun Adventure: The Dark Festival (4e)
• Stronghold Adventure 1: Goblins of Summerkeep (4e)
• Stronghold Adventure 2: The Hobgoblins of Ravensport (4e)
• War in the Deep (4e)
• City of Talon (4e)
Jon Brazer Enterprises
• Book of Magic: Signature Spells 1 (Pathfinder)
• Riyal’s Research: Traps (Pathfinder)
• Legendary Factions: Common Factions 1 (Legend/RuneQuest)

Ally Nauss
• Social Observance
Quinn Conklin
• Falcon Academy (Toys for the Sandbox) Exclusive

FableForge
• Enter the Shadowside
Secret Fire Games
• The Secret Fire
Open Design/Kobold Quarterly
• Kobold Quarterly #17 (Pathfinder/OGL)
Purple Duck Games
• Random Encounters Remastered (Pathdinfer)
• Purple Mountain 1:
• Temple of the Locust Lord (Pathfinder)
Christopher Helton
• Dark Corners (FUDGE)
Troll in the Corner
• Argyle & Crew – Adventures in the Land of Skcos
• Argyle & Crew’s Little Book of Big Ideas
• Mi Gato se Incendia! (My Cat is on Fire!)
• Mirkmoot I & II (Pathfinder)
• World of Aruneus – Contagion Infected Zombies (Pathfinder)
• World of Aruneus – Orcs! (Pathfinder)
• World of Aruneus – Herbology (Pathfinder)
Posthuman Studios
• Eclipse Phase

Fiction

Cate Dean
• Rest for the Wicked: The Claire Wiche Chronicles Book 1
Christopher Bunn
• The Tormay Trilogy
Tristan J. Tarwater
• Thieves at Heart
Dave King
• Betrovia
Benjamin Gerber
• Breakdown at Pervert Park

Artwork

Ashe Rhyder

• Three original character pieces
Original Noir Photography
• 50 public domain Noir style-photographs

About the Wayne Foundation Charity RPG Pack

Organized by Benjamin Gerber from Troll in the Corner, this is the second year a group of generous independent game developers, artists and authors have come together to raise money for a great cause.

About The Wayne Foundation

The Wayne Foundation is committed to spreading awareness of CSEC (Commercial Sexual Exploitation of Children) and building a rehabilitation facility for victims DMST (Domestic Minor Sexual Trafficking). We acknowledge that sexual trafficking victims can be of any age, nationality, or sex. Our primary objective is to assist female DMST victims in the United States, but in the future we would like to expand our programs to additionally serve male and adult sex trafficking victims.

We believe that all victims can be rehabilitated through a program that provides education assistance, mental and physical health services, housing, and a support staff who are dedicated to assisting these girls reach their full potential. It is our objective to aid these young women until they are capable of reentering society on their own as happy and healthy adults.

The Wayne Foundation’s vision is for a world without child slavery. Our mission is to provide young women who have fallen victim to commercial sexual exploitation and domestic trafficking with a means of leaving the sex industry for good. The Wayne Foundation is committed to fighting human trafficking, child prostitution, & child sex exploitation one victim at a time by providing individuals with a safe home environment that will empower them with the tools they will need to stop the cycle of abuse. It is our intent to end commercial sex exploitation within the United States through direct victim assistance, public outreach, and by directly working with those who shape the policies and statutes which impact victims and their abusers.

Founder and President Jamie Walton invites you to join her and Wayne Foundation on twitter. Be sure to follow the official WF Twitter account @TheWayneFDN &  @JamieWalton We want to hear from YOU!

Pathfinder: Assassin in the River Nations

Last year, the Book of the River Nations: Complete Player’s Reference for Kingdom Building was released. At the time I had plans to provide NPCs appropriate for a kingdom building game as well as much more support. Instead of doing that, I ended up going straight to work on Shadowsfall and several half finished products fell by the wayside. I don’t like vaporware as much as you so I’m working to finish up these products that I began so long ago. One such product is assassins for the River Nations. This one here is one I wrote last night. She’s part of an all elf/half-elf dance team called the Skyprancer Dance Troop. The team are mercenaries, using the cover of dancers as a way to cross borders and gain access. While none of the team actually possess the assassin prestige class, they have registered with the Gracetree Assassins in Daggerton.

Please let us know if you would like to see more assassins for the River Nations. Without further ado, I present to you Ceriddaia Shimmerstar!


Ceriddaia Shimmerstar           CR 10
XP 9,600
Female elf magus 11
CN Medium humanoid
Init +3; Senses low-light vision; Perception +13


Defenses


AC 25, touch 14, flat-footed 22 (+8 armor, +3 Dex, +4 shield)
hp 75 (11d8+22)
Fort +7, Ref +6, Will +7
Immune sleep


Offense


Speed 20 ft. (30 ft. without armor)
Melee +1 scimitar +12/+7 (1d6+4/15-20)
Special Attacks arcane pool (9), improved spell combat, spell strike
Magus Spells Prepared (CL 11th, concentration +19)
4th – arcane theft, dimension door, wall of ice
3rd – fireball (DC 17), fly, force punch (DC 17), undead anatomy i, vampiric touch
2nd – defensive shock, elemental touch (DC 16), frigid touch, scorching ray, web
1st – corrosive touch, expeditious retreat, ray of enfeeblement (DC 15), shocking grasp, true strike, vanish
0 (at will) – acid splash, detect magic, disrupt undead, read magic, spark


Tactics


Before Combat Before attacking her opponent, Ceriddaia will cast expeditious retreat as well as fly if the situation calls for it. Following that, she will use one of her arcane pool points to increase her scimitar to a total of a +3 shock weapon. Next she will cast vanish and then undead anatomy i. The following round she will strike.
During Combat The above preparations changes her attacks: +1 scimitar +15/+10 (1d6+7/15-20 plus 1d6 shock). First she will neutralize her target’s weapons by sundering them. Next, she will fight using her spell combat to increase the damage output of each hit. Meanwhile, Ceriddaia will use her shield spell ability to give herself a +4 shield bonus to her armor class.
Morale Ceriddaia is paid for her services and will flee if her hit points fall below 25.


Statistics


Str 16, Dex 16, Con 10, Int 18, Wis 10, Cha 8
Base Atk +8; CMB +11 (+16 sunder); CMD 24 (26 sunder)
Feats Combat Casting, Combat Reflexes, Improved Critical (scimitar), Improved Sunder, Lunge, Power Attack, Toughness, Weapon Focus (scimitar)
Skills Fly +17, Knowledge (arcana) +18, Perception +13, Perform (dance) +10, Spellcraft +18, Use Magic Device +13; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome,Sylvan
SQ improved spell recall, knowledge pool, magus arcana (arcane accuracy +4, maneuver mastery [sunder], shield spell)
Gear +2 breastplate, +1 scimitar, belt of giant’s strength +2, clear spindle ioun stone, dust of illusion, spellbook (includes all prepared spells plus magic missile, shout, slow, stoneskin), 500 gp

Both literally and figuratively, Ceriddaia is all about the shock factor. She gets a thrill out of appearing out of nowhere, looking like a skeleton and electrocuting her targets with her strikes. Her primary tactic however is to break her opponent’s weapons before they can use them against her. This tactic of breaking her enemy’s offense has served her well.

Among the Skyprancer Dance Troop, she is the flighty one. She bores easily and frequently acts without forethought. However, she channels her impulsive nature into shopping. She keeps a considerable amount of money on her, more money than a mere dancer should possess. This has caused the dance troop’s mercenary activities to be discovered before.

Ceriddaia Shimmerstar has long flowing blonde hair and stands about 6 feet tall. Her sapphire eyes stand out against her pale skin. When outside of combat, she wears long, flowing silk dresses or gossamer robes revealing far too much. Her breastplate, decorated in elven knots and exquisite scimitar are seldom far away. She’s worked for some of the most vile leaders in the whole of the River Nations. She doesn’t really care about the money, however. She cares more about being able to do what she wants whenever she wants. If she has to kill someone every so often to make that happen, that suit her just fine.

Star Wars Day Sale is On Like Jar Jar Kong

Mech Tech ‘n’ bot: Mech Squadrons
Our Star Wars Day Sale is now going on! Grab PDFs like Mech Tech ‘n’ bot: Fighters and Small Ships and the Character Datafile for an R2 unit screaming 25% off their normal price.

And don’t forget about getting the print version of Mech Tech ‘n’ bot: Mech Squadrons for 50% off and getting the PDF for FREE. With deals like this you can afford to squash not just Jar Jar but an entire gungan army underneath a walker’s feet.

Hurry on and download these today because these deals will disappear like the Falcon making the jump to light speed come May 6th.