savant, another is an expert with the use of wands, anda third spent time as a fighter before becoming awarmaster. The six warmasters directly oversee thetraining of initiates, teach classes, and monitorwargames in the open areas of the complex.Sereda has for some time been attempting to ferretout information about Rary’s sinister realm in theBright Desert. Unbeknownst to her, a spy for Rary iseven now in the midst of her order, gathering informationabout its strengths and weaknesses and preparingto eliminate some of its more powerful members,including Sereda herself. The spy is Bendrik Sogoth,who is posing as an ordinary student.D Sereda Ostarte: Female human warmage 15;CR 15; Medium humanoid; HD 15d6; hp 55; Init +0;Spd 20 ft.; AC 21, touch 10, flat-footed 21; Base Atk +7;Grp +8; Atk +12 melee (2d6+2/19–20, +1 skillfulgreatsword) or +8 ranged (1d8+1/19–20, +1 distance lightcrossbow); Full Atk +12/+7 melee (2d6+2/19–20, +1 skillfulgreatsword) or +8 ranged (1d8+1/19–20, +1 distancelight crossbow); SQ advanced learning, armored mage(heavy), warmage edge +7; AL LN; SV Fort +8, Ref +8,Will +9; Str 13, Dex 11, Con 10, Int 16, Wis 8, Cha 18.Skills and Feats: Concentration +18, Craft (armorsmithing)+11, Craft (weaponsmithing) +11, Intimidate+19, Jump –14, Knowledge (arcana) +18, Knowledge(history) +18, Spellcraft +20; Battle Caster, CombatCasting, Craft Magic Arms and Armor, Explosive Spell,Extra Edge, Great Fortitude, Lightning Reflexes,Sudden Empower B , Sudden Enlarge B , Sudden Widen B .Advanced Learning (Ex): Sereda has added twospells to her spell list (already included in SpellsKnown, below).Armored Mage (Ex): Sereda can wear heavyarmor with no chance of arcane spell failure because ofthis ability and her Battle Caster feat.Warmage Edge (Ex): Whenever Sereda casts aspell that deals hit point damage, she adds +7 to theamount of damage dealt.Warmage Spells Known (6/7/7/7/7/6/6/4; caster level15th): 0—acid splash, disrupt undead, light, ray of frost (+7ranged touch); 1st—accuracy†, burning hands (DC 15),chill touch (+8 melee touch, DC 15), fist of stone†, hail ofstone†, magic missile, lesser orb of acid†, lesser orb of cold†,lesser orb of electricity†, lesser orb of fire†, lesser orb of sound†,shocking grasp (+7 ranged touch), Tenser’s floating disk, truestrike; 2nd—blades of fire†, continual flame, fire trap, fireburst†(DC 16), flaming sphere (DC 16), ice knife† (DC 16),Melf’s acid arrow (+7 ranged touch), pyrotechnics, scorchingray (+7 ranged touch), whirling blade†; 3rd—fire shield,fireball (DC 17), flame arrow, gust of wind (DC 17), icestorm, lightning bolt (DC 17), poison (DC 17), ring of blades,sleet storm, stinking cloud (DC 17); 4th—blast of flame†(DC 18), contagion (DC 18), Evard’s black tentacles, orb ofacid† (DC 18), orb of cold† (DC 18), orb of electricity† (DC18), orb of fire† (DC 18), orb of force† (DC 18), orb of sound†(DC 18), phantasmal killer (DC 18), shout (DC 18); 5th—arc of lightning† (DC 19), cloudkill (DC 19), cone of cold(DC 19), mass fire shield, greater fireburst† (DC 19), flamestrike (DC 19), prismatic ray† (DC 19), sending; 6th—acidfog, chain lightning (DC 20), circle of death (DC 20), disintegrate(DC 20), fire seeds (DC 20), Otiluke’s freezing sphere(DC 20), Tenser’s transformation; 7th—delayed blast fireball(DC 21), earthquake (DC 21), finger of death (DC 21), firestorm (DC 21), Mordenkainen’s sword, prismatic spray (DC21), sunbeam (DC 21), waves of exhaustion.Possessions: +3 full plate armor, +1 skillful† greatsword, +1distance heavy crossbow with 10 bolts, cloak of Charisma +2,necklace of fireballs type II, vest of resistance +1†, 2 potions ofcure moderate wounds.† New in <strong>Complete</strong> Arcane.Description: Sereda is a human woman perhaps 40years of age. Her face is serious, and though she alwaysappears to be in deep thought, she is keenly observant.Her hair is black with gray streaks, and her frame is thinbut wiry.Sereda has fought in several major battles and distinguishedherself as a warmage. She has been a memberof the Fire Hawks ever since the order was founded, butshe harbors private doubts about the wisdom of pursuingbattle magic to the exclusion of all else, and sherelies heavily on Melver, the priest of Heironeous, foradvice on filling the gaps in the order’s defenses.Despite such musings, however, she is determined totrain her students well, and she asks nothing less thanperfection from her students and staff.D Bendrik Sogoth: Male human fighter4/sorcerer 3/Suel arcanamach 6; CR 13; Mediumhumanoid; HD 4d10+4 plus 3d4+3 plus 6d8+6; hp 71;Init +0; Spd 30 ft., AC 13, touch 10, flat-footed 13; BaseAtk +9; Grp +10; Atk +12 melee (1d4+4 pluspoison/19–20, dagger of venom) or +10 melee (1d8+1,morningstar) or +9 ranged (1d8, light crossbow); Full Atk+12/+7 melee (1d4+4 plus poison/19–20, dagger of venom)or +10/+5 melee (1d8+1, morningstar) or +9 ranged (1d8,light crossbow); SA spell-like abilities; SQ dispellingstrike 2/day, extended spellstrength, ignore spell failurechance 10%, tenacious spells; AL NE; SV Fort +8, Ref +7,Will +11; Str 12, Dex 10, Con 13, Int 14, Wis 10, Cha 18.Skills and Feats: Bluff +14, Climb +2, Concentration+5, Diplomacy +6, Disguise +14, Escape Artist +5,Handle Animal +11, Hide +7, Intimidate +6, Jump +8,11
12Knowledge (arcana) +7, Ride +9, Search +12, Spellcraft+8, Swim +8, Tumble +6; Blind-Fight B , Combat Casting,Extra Spell† (accuracy†), Extra Spell† (hail of stone†), IronWill, Mage Slayer†, Soul of the North†, Weapon Focus(dagger) B , Weapon Specialization (dagger) B .Spell-Like Abilities: 1/day—chill touch (+10 meleetouch, DC 14), ray of frost (+9 ranged touch), resistance.Dispelling Strike (Su): Twice per day, Bendrikcan attempt a dispelling strike with one normal meleeattack. If he hits, he deals normal damage, and thevictim is subject to a targeted greater dispel magic. IfBendrik makes a dispelling strike with no spells oreffects to dispel, it has no effect, but that use of the abilityis used up for the day.Extended Spellstrength (Ex): The duration ofany of Bendrik’s Suel arcanamach spells that he targetson himself is doubled, as if affected by the Extend Spellfeat (but without any adjustment to the spell’s effectivelevel or casting time). Spells that target multiple creaturesare affected by this power, but only Bendrik gainsthe extended duration. Spells that do not have a Targetentry are unaffected by this power even if Bendrik isthe only one affected.Ignore Spell Failure Chance (Ex): Bendriksubtracts 10% from his total arcane spell failure chance.Tenacious Spells (Ex): Add 6 to the DC requiredto dispel Bendrik’s Suel arcanamach spells.Suel Arcanamach Spells Known (4/4/3/1 per day; casterlevel 6th): 1st—expeditious retreat, fist of stone†, true strike;2nd—cat’s grace, locate object, whirling blade†; 3rd—fly,nondetection; 4th—greater invisibility.Sorcerer Spells Known (6/6 per day; caster level 6th):0—acid splash, detect magic, disrupt undead, light, readmagic; 1st—accuracy†, burning hands (DC 15), hail ofstone†, lesser orb of cold†, magic missile.Possessions: +1 leather armor, dagger of venom, ring oftheurgy (lesser orb of acid, lesser orb of electricity, lesser orb offire)†, hat of disguise, sending stone†, 2 scrolls of lesser orb ofacid†, 2 scrolls of lesser orb of electricity†, 2 scrolls of lesserorb of fire†, 2 scrolls of lesser orb of sound†, 2 scrolls ofshocking grasp.† New in <strong>Complete</strong> Arcane.Description: Bendrik is a nondescript human about 35years of age. With his hat of disguise, however, he appearsas young as the 1st-level students. Bendrik has studiedwarmages for years, and the Order of the Fire Hawk isnot the first group of them that he has infiltrated.Bendrik has been responsible for all the deaths anddisappearances the Fire Hawks have experienced in thepast few weeks. He has used the benefits of his MageSlayer feat and his ability with weapons, as well as hisown spells and his dagger of venom, to kill most of themquickly and quietly. Each night that he does not haveguard duty, Bendrik prowls a portion of the complexinvisibly, seeking information that he can transmit tohis employers via the sending stone with which theyprovided him.With his sorcerer spells, his Suel arcanamach spells,and his Extra Spell feats, Bendrik can actually castmost of the spells to which a 1st-level warmage hasaccess. The rest he can simulate through his spell-likeabilities and the spells stored within his ring of theurgy.When he uses his chill touch and ray of frost spell-likeabilities, or produces a spell effect from his ring oftheurgy, he makes a Bluff check opposed by theobservers’ Spot or Spellcraft checks to hide the factthat he is not actually casting the spell. He gains a +2bonus on his Bluff check for his ranks in Spellcraft.The warmasters gain the same bonus on their Spot orSpellcraft checks to oppose.Bendrik keeps his scrolls in reserve and uses them toreplenish his ring. But the fact that he must guesswhich additional spells he will need means that heoccasionally doesn’t have access to a spell that isdemanded. This lack has caused the warmasters to notethat he is not making as much progress as he shouldand to speculate as to the cause. Bendrik knows that hecannot stay here much longer, and he hopes to deal theFire Hawks a lethal blow by assassinating one or moreof the warmasters before he leaves.D Student: Male or female human warmage 1; CR 1;Medium humanoid; HD 1d6; hp 3; Init +1; Spd 30 ft.; AC15, touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +2melee (1d8+1, masterwork morningstar) or +2 ranged(1d8/19–20, masterwork light crossbow); SQ armoredmage (light), warmage edge +2; AL LN; SV Fort +0, Ref +1,Will +1; Str 13, Dex 12, Con 10, Int 14, Wis 8, Cha 15.Skills and Feats: Concentration +4, Intimidate +6,Knowledge (arcana) +6, Knowledge (history) +6, Listen+1, Spellcraft +6, Spot +1; Alertness, Combat Casting.Armored Mage (Ex): A student can wear lightarmor with no chance of arcane spell failure.Warmage Edge (Ex): Whenever a student casts aspell that deals hit point damage, he adds +2 to theamount of damage dealt.Warmage Spells Known (5/4 per day; caster level 1st):0—acid splash, disrupt undead, light, ray of frost (+1 rangedtouch); 1st—accuracy†, burning hands (DC 13), chill touch(+1 melee touch, DC 13), fist of stone†, hail of stone†, magicmissile, lesser orb of acid†, lesser orb of cold†, lesser orb of electricity†,lesser orb of fire†, lesser orb of sound†, shocking grasp(+1 ranged touch), true strike.
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