TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  Vaaaaaaaaaaaallllllllllllkkkkkkkkkkkkyyyyyyyyyyyyrrrrrrrrrrrriiiiiiiiiiiieeeeeeeeeeee            
      
  By 
  By 
  By 
  By Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder    
  
   
  Rite Publishing Presents: 
   
  Faces of the Tarnished Souk:  
  Brynhild Eirensdottir, 
  Brynhild Eirensdottir, 
  Brynhild Eirensdottir, 
  Brynhild Eirensdottir,     
  the Shining Valkyrie
  the Shining Valkyrie
  the Shining Valkyrie
  the Shining Valkyrie    
   
      
  Master Merchants
  Master Merchants
  Master Merchants
  Master Merchants (Designers): Matt Banach and Justin Sluder 
  Guild Masters
  Guild Masters
  Guild Masters
  Guild Masters (Editor): Matt Banach and Steven D. Russell 
  Master Ill
  Master Ill
  Master Ill
  Master Illuminator
  uminator
  uminator
  uminator (Cover Artist): Toby Gregory 
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators (Interior Artwork):  
  Toby Gregory and Arthur Rackham  
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice (Development, Layout, and Publisher): 
  Steven D. Russell 
   
  Dedication: 
  To Clinton Boomer and Jonathan McAnulty 
  —For bringing us the Coliseum Morpheuon. 
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  Faces of the Tarnished Souk: Brynhild Eirensdottir, the Shining Valkyrie © 2011 Steven D. Russell, Open Gaming License Copyright 
  © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.  
  
  1 
  Brynhild Eirensdottir,
  Brynhild Eirensdottir,
  Brynhild Eirensdottir,
  Brynhild Eirensdottir,        
  the Shining Valkyrie
  the Shining Valkyrie
  the Shining Valkyrie
  the Shining Valkyrie    
   
  Brynhild Eirensdottir originally came to the Coliseum 
  Morpheuon to win glory in clashes of epic bloodsport, 
  but long ago gave up on personal combat in favor of 
  becoming a savior of fallen gladiators. She is striking to 
  behold – a tall, golden-haired elven beauty clad in 
  gleaming armor, soaring above the battlefield on 
  resplendent mithral wings. Brynhild is locally famous as 
  peerless magical healer capable of mending any injury, 
  curing any affliction, and even raising the dead. Though 
  she is much more adept at curing pain than causing it, 
  the self-styled valkyrie is no pacifist; she delights in 
  watching the thrills of combat and thinks of her healing 
  gifts as a means to give worthy warriors the chance to 
  fight another day for glory, instead of becoming dead 
  and boring. She has a sunny, enthusiastic personality 
  and is especially encouraging to new gladiators, but she 
  displays a furious, fire-eyed temper on those rare 
  occasions when someone disrupts her otherwise cheery 
  disposition. The ultimate fan and consummate spectator 
  of the Coliseum Morpheuon's various games, she holds 
  an encyclopedic knowledge of most gladiators' observed 
  strengths, weaknesses, weapons, tactics, and win/loss 
  record. Eirensdottir insists that she was born with her 
  impressive wings, but glosses over the origin of their 
  distinctive mithral coating. Her secret is that long ago 
  she fell in battle and accepted a boon from a powerful 
  devil; the shining metal bonded with her body and soul 
  and saved her life, but when her blood runs hot she 
  speaks with the devil's tongue. 
   
  Dreamburning and the Shining Valkyrie
  Dreamburning and the Shining Valkyrie
  Dreamburning and the Shining Valkyrie
  Dreamburning and the Shining Valkyrie    
  Hope: Brynhild cherishes an innocent childhood 
  memory of flying over mountain valleys with her sisters, 
  soaring on her natural eagle-feathered wings. 
  Aspiration: In her dreams, Brynhild constantly relives 
  the fight that nearly killed her, shuddering through the 
  pain and always ending in a haze of fire.  
  Goal: Brynhild fears and abhors the Umbral Blot, and 
  dreams fondly of a sky without its ominous presence. 
   
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk    
  Brynhild doesn't loiter about the Tarnished Souk much. 
  She spends most of her time cheering in the stands of 
  the Coliseum's lesser venues: the Theater of Triumph, 
  the Probationer's Park, and the Aerial Arena. However, 
  those who wish to contact her may locate her post, just 
  off Witches' Square. There, a tall white post stands 
  planted in the ground, upon which hangs a broken 
  shield emblazoned with a winged woman flying over 
  crossed silver swords. Tucked behind the shield are a 
  writing quill, a vial of blood-ink, and some scraps of 
  enchanted parchment. Once a message is written on the 
  parchment, the scrap flutters off like a clumsy butterfly 
  and finds its way to Brynhild, who responds at her 
  leisure. 
   
  Lore
  Lore
  Lore
  Lore    
  Characters may learn the following information via 
  Diplomacy (Gather Information) or Knowledge (Local) 
  skill checks: 
  DC 15 – Brynhild Eirensdottir is an aellar – a rare 
  breed of elf born with the wings of a great eagle. She 
  raises gladiators who fall in the lesser arenas, for a fee. 
  DC 20 – She is an enchanted, mithral-clad oracle, 
  supposedly immortal. She tells gladiators, “Rise, warrior, 
  and fight for greater glory tomorrow.” 
  DC 25 – She is an oracle of the mysteries of life and 
  metal, and is one of the best healers in all of Dream. 
  DC 35 – Her mithral-clad body is vulnerable to 
  electricity. Invisible imps haunt her, and when she gets 
  angry her eyes flame and she curses in Infernal. 
  DC 45 – Brynhild still owes a boon to a patient devil 
  who saved her life long ago. She is always on the lookout 
  for something the devil wants so that she can pay off her 
  debt and finally be free of its obligation. 
   
   
   
  How To Use Brynhild Eirensdottir
  How To Use Brynhild Eirensdottir
  How To Use Brynhild Eirensdottir
  How To Use Brynhild Eirensdottir    
  • A GM can make Brynhild available to provide useful 
  spellcasting services a la carte at standard prices. She 
  is also willing to enter contingency contracts (still full 
  price, all up front) wherein she agrees to observe and 
  stand by during a fight in case her “client” should fall 
  and need healing. 
  • Brynhild loathes cheaters. She will never intervene in 
  the middle of any official event of the Coliseum 
  Morpheuon; she will only swoop in after winners and 
  losers have been decided. She also charges extra (or 
  simply refuses service) to any character who has a 
  reputation for cheating, cowardice, or unsports-
  manlike conduct. 
  • Brynhild will not cross the Khan of Nightmares. 
  Should a warrior fall during a test of the Damnation 
  Epoch, their life belongs to the Khan. 
  • Brynhild may demand alternative payment, such as 
  requiring the PCs to: a) recover the stolen dream of a 
  defeated gladiator, b) pay her with portions of their 
  own dreams, c) compete in an obscure side-event she 
  favors, to renew its popularity, or d) give up a 
  cherished magic item. 
  • NPCs can use Brynhild's services as well! Use her to 
  explain a hated villain's return from the dead. 
  
  2 
  Brynhild Eirensdottir, the Shining
  Brynhild Eirensdottir, the Shining
  Brynhild Eirensdottir, the Shining
  Brynhild Eirensdottir, the Shining    
  Valkyrie
  Valkyrie
  Valkyrie
  Valkyrie    
      
  CR 20
  CR 20
  CR 20
  CR 20    
  XP 307,200
  Female enchanted immortal mithral-clad aellar elf 
  oracle (mixed-mystery) 18
  NG Medium outsider (augmented humanoid, elf, good)
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +20
  Defense
  Defense
  Defense
  Defense    
  AC 36, touch 16, flat-footed 34 (+12 armor, +4 
  deflection, +2 Dex, +8 natural)
  hp 156 (18d8+72); fast healing 3
  Fort +13, Ref +12, Will +18; +2 vs. enchantment
  Defensive Abilities medium fortification, timeless 
  body; Immune ability damage, ability drain, charm, 
  disease, energy drain, fatigue, paralysis, poison, sleep, 
  starvation, thirst; Resist acid 10, cold 10, electricity 10, 
  fire 15; SR 31
  Weaknesses 
  oracle's 
  curse 
  (haunted, 
  tongues), 
  vulnerability to electricity 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 50 ft., fly 50 ft. (good)
  Melee +3 flaming burst adamantine greatsword 
  +19/+14/+9 (2d6+7 plus 1d6 fire/19-20 plus 1d10 fire) 
  or slam +16 (1d4+4)
  Special Attacks channel positive energy (11/day, 9d6, 
  DC 29), dance of the blades, steel scarf 13/day, strike as 
  silver
  Spell-Like Abilities (CL 18th; concentration +28)
  At will—detect magic, light, read magic
  5/day—invisibility, mage armor
  Oracle Spells Known (CL 18th; concentration +28)
  9th (3/day)—miracle (DC 29), true resurrection
  8th (5/day)—fire storm (DC 28) greater spell immunity 
  (DC 28), mass heal (DC 28), mass cure critical 
  wounds (DC 28)
  7th (6/day)—control weather, greater restoration (DC 
  27), mass cure serious wounds (DC 27), regenerate 
  (DC 27), resurrection
  6th (6/day)—greater dispel magic, heal (DC 26), mass 
  cure moderate wounds (DC 26), mass planar 
  adaptation* (DC 26), word of recall (DC 26)
  5th (6/day)—break enchantment, breath of life (DC 25), 
  mass cure light wounds (DC 25), plane shift (DC 25), 
  raise dead, rapid repair** (DC 25)
  4th (6/day)—cure critical wounds (DC 24), divine 
  power, freedom of movement (DC 24), rest eternal*, 
  restoration (DC 24), soothe construct**
  3rd (6/day)—cure serious wounds (DC 23), dispel 
  magic, 
  neutralize 
  poison 
  (DC 
  23), 
  remove 
  blindness/deafness (DC 23), remove curse (DC 23),  
   
   
  remove disease (DC 23)
  2nd (6/day)—calm emotions (DC 22), compassionate 
  ally** (DC 22), cure moderate wounds (DC 22), 
  gentle repose (DC 22), lesser restoration (DC 22), 
  remove paralysis (DC 22), status (DC 22)
  1st (6/day)—bless, cure light wounds (DC 21), divine 
  favor, lead blades*, restore corpse**, sanctuary (DC 
  21), shield of faith (DC 21)
  0 (at will)—cleanse of alcohol (DC 20), create water, 
  detect poison, discern health, ghost sound (DC 20), 
  guidance, mage hand, purify food and drink, spark* 
  (DC 20), stabilize (DC 20), virtue
  Mysteries life, metal 
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Usually remaining on the sidelines of 
  combat, Brynhild makes clear through diplomacy that 
  she is present only to raise the fallen as contracted. If 
  she foresees that direct, melee combat is unavoidable, 
  she casts divine power and activates her Iron Skin 
  ability.
  During Combat Primarily a healer, Brynhild only 
  attacks others in defense of her own life, using her 
  greatsword or striking enemies within 30 feet with her 
  Steel Scarf ability, remaining airborne and making flyby 
  attacks. When not under direct threat, she focuses on 
  healing her current clients.
  Morale If reduced below 30 hit points or afflicted with 
  
  3 
  a severely debilitating effect, Brynhild casts word of 
  recall to teleport to safety, possibly taking with her any 
  clients that have contracted with her for rescue. 
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 16, Dex 14, Con 16, Int 15, Wis 16, Cha 30
  Base Atk +13; CMB +16; CMD 32
  Feats Brew Potion, Craft Staff, Craft Wand, Echoing 
  Spell**, Eschew MaterialsB, Flyby Attack, Mystical 
  Healer, Reach Spell*, Scribe Scroll, Skill Focus 
  (Knowledge [arcana])B, Toughness
  Skills Diplomacy +30, Fly +15, Heal +23, Knowledge 
  (arcana) +10, Knowledge (history) +10, Knowledge 
  (nature) +10, Knowledge (planes) +10, Knowledge 
  (religion) +10, Perception +20, Profession (healer) +10, 
  Sense Motive +24, Spellcraft +25, Swim -2, Use Magic 
  Device +20; Racial Modifiers +2 Knowledge (arcana), 
  +2 Perception, +2 Spellcraft, -4 Swim, +2 Use Magic 
  Device
  Languages Auran, Celestial, Common, Draconic, Elven, 
  Infernal
  SQ revelations (armor mastery, channel, dance of 
  blades, energy body, enhanced cures, iron skin, safe 
  curing, skill at arms, spirit boost, steel scarf)
  Combat Gear staff of heal (heal [3 charges]), wand of 
  cure critical wounds (50 charges); Gear +3 flaming 
  burst adamantine greatsword, +5 mithral splint mail, 
  greater robe of renewal 
   
  Special 
  Special 
  Special 
  Special Abilities
  Abilities
  Abilities
  Abilities    
  Mysteries Being a mixed-mystery oracle, Brynhild 
  gains the benefits of both the Life and the Metal 
  mysteries. These mysteries grant her her spells and 
  powers. They also grant her additional class skills and 
  her various revelations.
  Oracle's Curse (Ex) Brynhild suffers the 1st level 
  effects of both the haunted and the tongues oracle curses. 
  Her curses are as follows.
   
  Haunted Brynhild is tormented by malevolent 
  spirits which follow her everywhere, causing minor 
  mishaps and strange occurrences (such as unexpected 
  breezes, small objects moving on their own, and faint 
  noises). Retrieving any stored item from her gear 
  requires a standard action, unless it would normally 
  take longer. Any item she drops lands 10 feet away from 
  her in a random direction. She has mage hand and 
  ghost sound as bonus spells.
   
  Tongues In times of stress or unease, Brynhild is 
  able to speak in only Infernal. When in combat, she can 
  only speak and understand Infernal. This does not 
  interfere with her spellcasting, but it does apply to spells 
  that are language dependent. She has gained Infernal as 
  a bonus language.
  Revelations Brynhild has uncovered the following 
  secrets about her mysteries.
   
  Armor Mastery (Ex) Metallic armor has little effect 
  on Brynhild's ability to maneuver. She can move at full 
  speed while wearing medium armor made of metal, the 
  armor check penalty is reduced by 3 (minimum 0), and 
  the maximum Dexterity bonus is increased by +3.
   
  Channel (Su) Brynhild can, as a standard action, 
  channel positive energy as an 18th level cleric, but only 
  11 times each day.
   
  Dance of the Blades (Ex) Brynhild moves faster 
  than a normal aellar elf by +10 ft. Whenever she moves 
  at least 10 ft. in a round, she gains a +3 bonus on attack 
  rolls with metal weapons. As a move action, she can 
  maneuver her weapon to create a shield of whirling steel 
  around herself until the start of her next turn; non-
  incorporeal melee and ranged attacks have a 20% miss 
  chance while the shield is active. She must be wielding a 
  metal weapon to use this ability.
   
  Energy Body (Su) As a standard action, Brynhild 
  can transform her body into pure life energy, resembling 
  a golden-white fire elemental. In this form, she gains the 
  elemental subtype and gives off a warm, welcoming light 
  that increases the light level within 10 feet by one step, 
  up to normal light. Any undead creature striking her 
  with its body or a handheld weapon deals normal 
  damage, but attacker takes 1d6+18 points of positive 
  energy damage. Creatures wielding melee weapons with 
  reach are not subject to this damage if they attack 
  Brynhild. If she grapples or attacks an undead creature 
  using unarmed strikes or natural weapons, she may deal 
  this damage in place of the normal damage for the 
  attack. Once per round, if she passes through a living 
  allied creature's square or the ally passes through her 
  square, it heals 1d6+18 hit points. She may use this 
  ability to heal herself as a move action. She chooses 
  whether or not to heal a creature when it passes through 
  her space. She may return to her normal form as a free 
  action. She may remain in energy body form for up to 18 
  rounds each day. These rounds need not be used 
  consecutively.
   
  Enhanced Cures (Su) Whenever Brynhild casts a 
  cure spell, the maximum number of hit points healed is 
  based on her oracle level, not the limit based on the spell. 
  For example, she heals 1d8+18 points of damage when 
  she casts cure light wounds instead of the normal 1d8+5 
  maximum 
   
  Iron Skin (Sp) Twice per day, Brynhild can harden 
  her skin, giving it the appearance of iron. This grants her 
  DR 10/adamantine. This ability functions as stoneskin, 
  with a caster level of 18th, except it only affects her.
   
  Safe Curing (Su) Whenever Brynhild casts a spell 
  that cures the target of hit point damage, she does not 
  provoke attack of opportunity for spellcasting.
   
  Skill at Arms (Ex) Brynhild has gained proficiency 
  in all martial weapons and heavy armor.
  
  4 
   
  Spirit Boost (Su) Whenever her healing spells heal a 
  target up to its maximum hit points, any excess points 
  persist for 18 rounds as temporary hit points (up to 18 
  temporary hit points). 
   
  Steel Scarf (Su) As a swift action, Brynhild can 
  harden a scarf, sleeve, cloak, or other piece of her 
  clothing into something as hard as steel that stretches 
  out to be up to 30 feet long. She can strike outward with 
  it as a weapon making a melee attack. For the purpose of 
  this ability, she is proficient with this weapon and can 
  use the weapon to perform combat maneuvers. If she 
  hits, the weapon deals 1d8+6 points of slashing damage. 
  After this attack, the clothing returns to its normal 
  length and hardness. She does not threaten an area with 
  this weapon and cannot use it to make attacks of 
  opportunity.
  * See the Advanced Player's Guide.
  ** See Ultimate Magic.
  Aellar Elves
  Aellar Elves
  Aellar Elves
  Aellar Elves    
  Though rare, aellar elves are welcome in nearly all elven 
  societies. The wings an aellar possesses start off 
  appearing eagle-like, but not always. Over time an 
  aellar's wings change appearance due to the life 
  experiences of an aellar.
  Aellar Elf Racial Traits
  Aellar Elf Racial Traits
  Aellar Elf Racial Traits
  Aellar Elf Racial Traits    
  +2 Dexterity, +2 Intelligence, –2 Constitution 
  Aellar elves are nimble, both in body and mind, but their 
  form is frail.
  Medium Aellar elves are Medium creatures and have 
  no bonuses or penalties due to their size.
  Normal Speed Aellar elves have a base speed of 30 
  feet.
  Low-Light Vision Aellar elves can see twice as far as 
  humans in conditions of dim light.
  Elven Immunities Aellar elves are immune to magic 
  sleep effects and get a +2 racial saving throw bonus 
  against enchantment spells and effects.
  Keen Senses Aellar elves receive a +2 racial bonus on 
  Perception skill checks.
  Aellar Ancestry The bloodline of some elves holds a 
  relation to a pairing of a giant eagle and an elven druid. 
  Their wings allow these elves to glide up to 100 feet if 
  they launch themselves from a height of at least 20 feet. 
  When gliding, they move at a speed of 30 feet (clumsy 
  maneuverability). If they are wearing medium or heavy 
  armor, they cannot glide. If they possess at least 5 Hit 
  Dice, they can use their wings to fly, taking their ground 
  speed as their flight speed (average maneuverability), 
  and gain the Fly skill as a class skill. They can even wear 
  medium or heavy armor while flying. This racial trait 
  replaces the elven magic and weapon familiarity racial 
  traits.
   
   
  Languages Aellar elves begin play speaking Auran, 
  Common and Elven. Elves with high Intelligence scores 
  can choose from the following: Celestial, Draconic, Gnoll, 
  Gnome, Goblin, Orc, and Sylvan.
  Mystical Healer
  Mystical Healer
  Mystical Healer
  Mystical Healer    (General)
  (General)
  (General)
  (General)    
  Your skills at magical healing are without peer.
  Benefit You add additional dice to any form of healing 
  you generate yourself (extraordinary abilities, spells, 
  spell-like abilities, and supernatural abilities). 
  Caster Level 
  Additional Healing Dice
  1st-3rd 
  +1d4
  4th-6th 
  +1d6
  7th-9th 
  +2d6 
  10th-12th 
  +3d6
  13th 
  +4d6 
   
  Special If you do not possess a caster level, use half 
  your character level, rounded down to determine 
  additional healing dice for supernatural or extraordinary 
  abilities.
  When channeling energy to harm an opponent, do not 
  add additional dice. These apply only when healing.
  
  5 
  Mixed
  Mixed
  Mixed
  Mixed----Mystery (Oracle Archetype)
  Mystery (Oracle Archetype)
  Mystery (Oracle Archetype)
  Mystery (Oracle Archetype)    
  All oracles are cursed, some more than others. A mixed-
  mystery oracle suffers from two curses but gains 
  additional revelations.
  Recommended Mysteries Any.
  Oracle's Curse A mixed-mystery oracle must chose 
  two curses at 1st level. Both curses never change their 
  abilities as the oracle gains levels.
  Class Skills Mixed-mystery oracles gain the class skills 
  from their mysteries.
  Bonus Spells A mixed-mystery oracle gains only one 
  of the two possible spells from their two mysteries.
  Mysteries A mixed-mystery oracle gains revelations 
  from two different mysteries.
  Revelations A mixed-mystery oracle gains two 
  revelations at 1st level, one from each mystery. At 3rd 
  level, and every two levels thereafter, a mixed-mystery 
  oracle gains another revelation. They must switch back 
  and forth between mysteries when learning revelations. 
  For example, a mixed-mystery oracle with the life and 
  metal mysteries selects the steel scarf revelation from 
  the metal mystery (see Ultimate Magic, Chapter 1) at 3rd 
  level, they must then select a revelation from the life 
  mystery at 5th level.
  Final Revelation Each day, a mixed-mystery oracle 
  decides which final revelation from its two mysteries to 
  benefit form for that day. This decision is made when 
  the oracle regains the spell slots used the day before.
  Cleanse of Alcohol
  Cleanse of Alcohol
  Cleanse of Alcohol
  Cleanse of Alcohol    
  School conjuration (healing); Level bard 0, cleric 0, 
  sorcerer/wizard 0
  Casting Time 1 round
  Components V, S
  Range touch
  Target personal or one creature
  Duration instantaneous
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes (harmless)
  The target of a cleanse of alcohol spell finds himself 
  completely cured of any effect caused by indulging in 
  alcohol.
  Discern Health
  Discern Health
  Discern Health
  Discern Health    
  School divination; Level: cleric 0, druid 0
  Casting Time 1 round
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 living creature
  Duration concentration
  Saving Throw none; Spell Resistance no
  You can see the aura that surrounds all living beings, 
  and can read from it the target creature’s health. The 
  amount of information revealed depends on how long 
  you concentrate on a particular target:
  1st round: A creature’s total and remaining hit points.
  2nd round: Whether the creature is suffering from any 
  debilitating condition.
  3rd round: The name of the creature’s debilitating 
  condition (ability drained, confused, fatigued, etc.).
  Robe of Renewal, Greater
  Robe of Renewal, Greater
  Robe of Renewal, Greater
  Robe of Renewal, Greater    
  Aura strong conjuration (healing) and transmutation; 
  CL 17th
  Slot body; Price 120,000 gp; Weight 1 lb.
  Description
  This fine white silk robe protects its wearer by granting 
  them a +4 resistance bonus on saving throws. Five times 
  per day, the robe automatically effects the wearer with a 
  restoration spell whenever the wearer suffers an effect 
  the spell functions against. Twice per day, the wearer 
  can recall a single spell, or spell slot, of up to 5th-level 
  they just cast.
  Construction
  Requirements Craft Wondrous Item, resistance, 
  restoration, creator must be able to cast 5th-level spells; 
  Cost 60,000 gp
  Robe of Renewal, Lesser
  Robe of Renewal, Lesser
  Robe of Renewal, Lesser
  Robe of Renewal, Lesser    
  Aura strong transmutation; CL 17th
  Slot body; Price 14,500 gp; Weight 1 lb.
  Description 
  This simple white cotton robe protect their wearer by 
  granting them a +1 resistance bonus on saving throws. 
  Once per day, the wearer can recall a single spell, or 
  spell slot, of up to 2nd-level they just cast. Lastly, the 
  robes automatically effect their wearer with a lesser 
  restoration spell whenever the wearer suffers an effect 
  the spell functions against, up to three times per day.
  Construction
  Requirements 
  Craft 
  Wondrous 
  Item, 
  lesser 
  restoration, resistance, creator must be able to cast 
  2nd-level spells; Cost 7,250 gp
  Triage Helm
  Triage Helm
  Triage Helm
  Triage Helm    
  Aura moderate divination and necromancy; CL 15th
  Slot head; Price 55,000 gp; Weight 3 lbs.
  Description
  This helm continually grants its wearer the effects of the 
  deathwatch spell. Additionally, once per day, the wearer 
  can monitor the condition of up to five other living 
  creatures, as the status spell.
  Construction
  Requirements Craft Wondrous Item, deathwatch, 
  status; Cost 27,500 gp
  
  6 
  Brynhild Eirensdottir, the Bright Swan 
  Brynhild Eirensdottir, the Bright Swan 
  Brynhild Eirensdottir, the Bright Swan 
  Brynhild Eirensdottir, the Bright Swan 
  ofofofof    Battle
  Battle
  Battle
  Battle    
      
  CR 13
  CR 13
  CR 13
  CR 13    
  XP 25,600
  Female enchanted mithral-clad aellar elf oracle (mixed-
  mystery) 12
  NG Medium humanoid (augmented, elf)
  Init +2; Senses low-light vision; Perception +9 
  Defense
  Defense
  Defense
  Defense    
  AC 28, touch 12, flat-footed 26 (+8 armor, +2 Dex, +8 
  natural)
  hp 81 (12d8+24)
  Fort +7, Ref +7, Will +10; +2 vs. enchantment
  Defensive Abilities medium fortification; Immune 
  charm, paralysis, sleep; Resist fire 15; SR 24
  Weaknesses 
  oracle's 
  curse 
  (haunted, 
  tongues), 
  vulnerability to electricity
   
  Offense
  Offense
  Offense
  Offense    
  Speed 40 ft., fly 40 ft. (average)
  Melee +1 flaming greatsword +12/+7 (2d6+4 plus 1d6 
  fire/19-20) or slam +11 (1d4+3)
  Special Attacks channel positive energy (7/day, 6d6, 
  DC 22), dance of the blades, steel scarf 9/day, strike as 
  silver
  Spell-Like Abilities (CL 12th; concentration +18)
  At will—detect magic, light, read magic
  5/day—invisibility, mage armor
  Oracle Spells Known (CL 12th; concentration +18)
  6th (4/day)—heal (DC 22), mass cure moderate wounds 
  (DC 22), mass planar adaptation* (DC 22)
  5th (6/day)—breath of life (DC 21), mass cure light 
  wounds (DC 21), raise dead, rapid repair** (DC 21)
  4th (7/day)—cure critical wounds (DC 20), freedom of 
  movement (DC 20), rest eternal*, restoration (DC 
  20), soothe construct**
  3rd (7/day)—cure serious wounds (DC 19), dispel magic, 
  neutralize 
  poison 
  (DC 
  19), 
  remove 
  blindness/deafness (DC 19), remove curse (DC 19), 
  remove disease (DC 19)
  2nd (8/day)—calm emotions (DC 18), compassionate 
  ally** (DC 18), cure moderate wounds (DC 18), gentle 
  repose (DC 18), lesser restoration (DC 18), remove 
  paralysis (DC 18), status (DC 18)
  1st (8/day)—bless, cure light wounds (DC 17), divine 
  favor, lead blades*, restore corpse**, sanctuary (DC 
  17), shield of faith (DC 17)
  0 (at will)—cleanse of alcohol (DC 16), create water, 
  detect poison, discern health, ghost sound (DC 16), 
  guidance, mage hand, purify food and drink, spark* 
  (DC 16), stabilize (DC 16), virtue
  Mysteries life, metal
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Usually remaining on the sidelines of 
  combat, Brynhild makes clear through diplomacy that 
  she is present only to raise the fallen as contracted. If 
  she foresees that direct, melee combat is unavoidable, 
  she casts freedom of movement.
  During Combat Primarily a healer, Brynhild only 
  attacks others in defense of her own life, using her 
  greatsword or striking enemies within 30 feet with her 
  Steel Scarf ability, remaining airborne and mobile as 
  much as possible. When not under direct threat, she 
  focuses on healing her current clients.
  Morale If reduced below 20 hit points, Brynhild flies 
  away to heal.
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 14, Dex 14, Con 14, Int 10, Wis 13, Cha 22
  Base Atk +9; CMB +11; CMD 23
  Feats Brew Potion, Craft Staff, Craft Wand, Eschew 
  MaterialsB, Mystical Healer, Reach Spell*, Scribe Scroll
  Skills Diplomacy +20, Fly +9, Heal +16, Knowledge 
  (arcana) +2, Knowledge (planes) +4, Knowledge 
  (religion) +4, Perception +9, Profession (healer) +5, 
  Sense Motive +16, Spellcraft +17, Swim -4, Use Magic 
  Device +8; Racial Modifiers +2 Knowledge (arcana), 
  +2 Perception, +2 Spellcraft, -4 Swim, +2 Use Magic 
  Device
  Languages Auran, Common, Elven, Infernal
  SQ revelations (armor mastery, channel, dance of 
  blades, enhanced cures, safe curing, skill at arms, steel 
  scarf)
  Combat Gear staff of heal (heal [3 charges]), wand of 
  cure critical wounds (50 charges); Gear +1 flaming 
  greatsword, +1 mithral splint mail, lesser robe of 
  renewal 
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Mysteries Being a mixed-mystery oracle, Brynhild 
  gains the benefits of both the Life and the Metal 
  mysteries. These mysteries grant her her spells and 
  powers. They also grant her additional class skills and 
  her various revelations.
  Oracle's Curse (Ex) Brynhild suffers the 1st level 
  effects of both the haunted and the tongues oracle curses. 
  Her curses are as follows.
   
  Haunted Brynhild is tormented by malevolent 
  spirits which follow her everywhere, causing minor 
  mishaps and strange occurrences (such as unexpected 
  breezes, small objects moving on their own, and faint 
  noises). Retrieving any stored item from her gear 
  requires a standard action, unless it would normally 
  take longer. Any item she drops lands 10 feet away from 
  
  7 
  her in a random direction. She has mage hand and 
  ghost sound as bonus spells.
   
  Tongues In times of stress or unease, Brynhild is 
  able to speak in only Infernal. When in combat, she can 
  only speak and understand Infernal. This does not 
  interfere with her spellcasting, but it does apply to spells 
  that are language dependent. She has gained Infernal as 
  a bonus language.
  Revelations Brynhild has uncovered the following 
  secrets about her mysteries.
   
  Armor Mastery (Ex) Metallic armor has little effect 
  on Brynhild's ability to maneuver. She can move at full 
  speed while wearing medium armor made of metal, the 
  armor check penalty is reduced by 2 (minimum 0), and 
  the maximum Dexterity bonus is increased by +2.
   
  Channel (Su) Brynhild can, as a standard action, 
  channel positive energy as a 6th level cleric, but only 5 
  times each day.
   
  Dance of the Blades (Ex) Brynhild moves faster 
  than a normal aellar elf by +10 ft. Whenever she moves 
  at least 10 ft. in a round, she gains a +2 bonus on attack 
  rolls with metal weapons. As a move action, she can 
  maneuver her weapon to create a shield of whirling steel 
  around herself until the start of her next turn; non-
  incorporeal melee and ranged attacks have a 20% miss 
  chance while the shield is active. She must be wielding a 
  metal weapon to use this ability.
   
  Enhanced Cures (Su) Whenever Brynhild casts a 
  cure spell, the maximum number of hit points healed is 
  based on her oracle level, not the limit based on the spell. 
  For example, she heals 1d8+12 points of damage when 
  she casts cure light wounds instead of the normal 1d8+5 
  maximum 
   
  Safe Curing (Su) Whenever Brynhild casts a spell 
  that cures the target of hit point damage, she does not 
  provoke attack of opportunity for spellcasting.
   
  Skill at Arms (Ex) Brynhild has gained proficiency 
  in all martial weapons and heavy armor.
   
  Steel Scarf (Su) As a swift action, Brynhild can 
  harden a scarf, sleeve, cloak, or other piece of her 
  clothing into something as hard as steel that stretches 
  out to be up to 30 feet long. She can strike outward with 
  it as a weapon making a melee attack. For the purpose of 
  this ability, she is proficient with this weapon and can 
  use the weapon to perform combat maneuvers. If she 
  hits, the weapon deals 1d8+6 points of slashing damage. 
  After this attack, the clothing returns to its normal 
  length and hardness. She does not threaten an area with 
  this weapon and cannot use it to make attacks of 
  opportunity.
  * See the Advanced Player's Guide.
  ** See Ultimate Magic.
  Brynhild the Merciful
  Brynhild the Merciful
  Brynhild the Merciful
  Brynhild the Merciful    
      
  CR 6
  CR 6
  CR 6
  CR 6    
  XP 2,400
  Female mithral-clad aellar elf oracle (mixed-mystery) 6
  NG Medium humanoid (augmented, elf)
  Init +2; Senses low-light vision; Perception +5
   
  Defense
  Defense
  Defense
  Defense    
  AC 26, touch 12, flat-footed 24 (+6 armor, +2 Dex, +8 
  natural)
  hp 40 (6d8+12)
  Fort +4, Ref +4, Will +6; +2 vs. enchantment
  Defensive Abilities medium fortification; Immune 
  sleep; Resist fire 15
  Weaknesses 
  oracle's 
  curse 
  (haunted, 
  tongues), 
  vulnerability to electricity
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft., fly 30 ft. (average)
  Melee +1 greatsword +7 (2d6+4/19-20) or slam +6 
  (1d4+3)
  Special Attacks channel positive energy (5/day, 3d6, 
  DC 17), strike as silver
  Oracle Spells Known (CL 6th; concentration +10)
  3rd (4/day)—cure serious wounds (DC 17), 
  neutralize poison (DC 17), remove curse (DC 17)
  2nd (6/day)—compassionate ally** (DC 16), cure 
  moderate wounds (DC 16), gentle repose (DC 16), lesser 
  restoration (DC 16)
  1st (7/day)—bless, cure light wounds (DC 15), 
  divine favor, lead blades*, restore corpse**, shield of 
  faith (DC 15)
  0 (at will)—create water, detect magic, detect 
  poison, ghost sound (DC 14), light, mage hand, purify 
  food and drink, read magic, stabilize (DC 14)
  Mysteries life, metal 
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Usually remaining on the sidelines of 
  combat, Brynhild makes clear through diplomacy that 
  she is present only to raise the fallen as contracted. If 
  she foresees that direct, melee combat is unavoidable, 
  she casts divine favor.
  During Combat Primarily a healer, Brynhild only 
  attacks others in defense of her own life, using her 
  greatsword, remaining airborne and mobile as much as 
  possible. When not under direct threat, she focuses on 
  healing her current clients.
  Morale If reduced below 15 hit points, Brynhild flies 
  away.
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 14, Dex 14, Con 14, Int 10, Wis 13, Cha 18
  
  8 
  Base Atk +4; CMB +6; CMD 18
  Feats Craft Wand, Mystical Healer, Reach Spell*
  Skills Diplomacy +13, Fly +6, Heal +10, Knowledge 
  (planes) +4, Knowledge (religion) +4, Perception +5, 
  Profession (healer) +5, Sense Motive +10, Spellcraft +9, 
  Swim -4; Racial Modifiers +2 Perception, -4 Swim
  Languages Auran, Common, Elven, Infernal
  SQ revelations (armor mastery, channel, safe curing, 
  skill at arms)
  Combat Gear wand of cure light wounds (50 charges); 
  Gear +1 greatsword, +1 scale mail
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Mysteries Being a mixed-mystery oracle, Brynhild 
  gains the benefits of both the Life Mystery and the Metal 
  Mystery. These mysteries grant her her spells and 
  powers. They also grant her additional class skills and 
  her various revelations.
  Oracle's Curse (Ex) Brynhild suffers the 1st level 
  effects of both the haunted and the tongues oracle curses. 
  Her curses are as follows.
   
  Haunted Brynhild is tormented by malevolent 
  spirits which follow her everywhere, causing minor 
  mishaps and strange occurrences (such as unexpected 
  breezes, small objects moving on their own, and faint 
  noises). Retrieving any stored item from her gear 
  requires a standard action, unless it would normally 
  take longer. Any item she drops lands 10 feet away from 
  her in a random direction. She has mage hand and 
  ghost sound as bonus spells.
   
  Tongues In times of stress or unease, Brynhild is 
  able to speak in only Infernal. When in combat, she can 
  only speak and understand Infernal. This does not 
  interfere with her spellcasting, but it does apply to spells 
  that are language dependent. She has gained Infernal as 
  a bonus language.
  Revelations Brynhild has uncovered the following 
  secrets about her mysteries.
   
  Armor Mastery (Ex) Metallic armor has little effect 
  on Brynhild's ability to maneuver. She can move at full 
  speed while wearing medium armor made of metal, the 
  armor check penalty is reduced by 1 (minimum 0), and 
  the maximum Dexterity bonus is increased by +1.
   
  Channel (Su) Brynhild can, as a standard action, 
  channel positive energy as a 6th level cleric, but only 5 
  times each day.
   
  Safe Curing (Su) Whenever Brynhild casts a spell 
  that cures the target of hit point damage, she does not 
  provoke attack of opportunity for spellcasting.
   
  Skill at Arms (Ex) Brynhild has gained proficiency 
  in all martial weapons and heavy armor.
  * See the Advanced Player's Guide.
  ** See Ultimate Magic.
  Enchanted Creature
  Enchanted Creature
  Enchanted Creature
  Enchanted Creature    
  Whether by nature, nurture, or simple accident, some 
  creatures possess a stronger connection to the magic 
  flowing 
  within 
  themselves. 
  These 
  creatures 
  are 
  commonly called “enchanted.”
  Creating an Enchanted Creature
  Creating an Enchanted Creature
  Creating an Enchanted Creature
  Creating an Enchanted Creature    
  “Enchanted” is an acquired or inherited template that 
  can be added to any creature not immune to magic 
  (referred 
  to 
  hereafter 
  as 
  the 
  “base 
  creature”). 
  Nonsentient animals, plants, and vermin can all be 
  enchanted, even though they may not benefit from all 
  the abilities of being enchanted.
  An enchanted creature uses all the base creature's 
  statistics and special abilities except as noted here.
  Challenge Rating Same as the base creature +1.
  Type Animals and vermin become magical beasts.
  Senses Enchanted creatures gain low-light vision if 
  they didn't already have it.
  Defensive Abilities Enchanted creatures are immune 
  to sleep, paralysis, and charm effects. They gain spell 
  resistance equal to 11 plus their CR.
  Special Attacks Enchanted creatures gain the follow 
  ability.
   
  Spell-Like Abilities An enchanted creatures gains 
  the following spell like abilities: At will—detect magic, 
  light, read magic; 1/day + 1/day/3 HD—invisibility, 
  mage armor. Detect magic starts with the third round 
  effects upon casting, and illiterate creatures cannot use 
  read magic. An enchanted creatures caster level for 
  these abilities equals its hit dice.
  Special Qualities All enchanted creatures capable of 
  gaining class levels always treat the sorcerer class as a 
  favored class in addition to whatever class they select 
  normally.
  Ability Scores Cha +2.
  Feats Enchanted creatures able to gain class levels gain 
  Eschew Materials as a bonus feat if they have a level in a 
  spellcasting class. If they already possess Eschew 
  Materials, or a class they gain gives them this feat, they 
  can instead gain Spell Focus as a bonus feat.
  Skills 
  Enchanted 
  creatures 
  have 
  an 
  innate 
  understanding of magic. They gain a +2 racial bonus to 
  Knowledge (arcana), Spellcraft, and Use Magic Device 
  skill checks and can use these skills untrained.
  Immortal Creature
  Immortal Creature
  Immortal Creature
  Immortal Creature    
  Seen as both a gift and a curse, an immortal creature 
  does not age and does not die.
  Creating an Immortal Creature
  Creating an Immortal Creature
  Creating an Immortal Creature
  Creating an Immortal Creature    
  
  9 
  “Immortal” is an acquired or inherited template that can 
  be added to any living creature with an Intelligence 
  score of 3 or greater that is not already an outsider 
  (referred to hereafter as the “base creature”).
  An immortal creature uses all the base creature's 
  statistics and special abilities except as noted here.
  Challenge Rating Same as the base creature +1.
  Type An immortal creatures type changes to outsider 
  and it gains any appropriate subtypes.
  Senses An immortal gains darkvision 60 ft. unless the 
  base creature has better darkvision.
  Armor Class Immortal creatures gain a +4 deflection 
  bonus to armor class.
  Hit Dice The base creatures racial hit dice change to 
  d10's unless the base creature has d12's for hit dice.
  Defensive Abilities All immortals gain fast healing 3. 
  They are also immune to ability damage, ability drain, 
  disease, energy drain, fatigue, paralysis, poison, sleep, 
  starvation, and thirst. They gain resistance to acid, cold, 
  electricity, and fire 10. They also gain the following 
  ability.
   
  Timeless Body (Ex) An immortal's body does not 
  age, nor does it die from aging. Immortals still gain 
  ability score bonuses to mental ability scores for aging.
  Speed All speeds improve by +10 ft. If an immortal can 
  fly, its maneuverability improved by one step, to a 
  maximum of perfect.
  Ability Scores Str +2, Con +2, Int +2, Cha +4
  Feats For every 500 years an immortal lives, it gains 
  Skill Focus in an Intelligence-based, Wisdom-Based, or 
  Charisma-based skill as a bonus feat.
  Mithral
  Mithral
  Mithral
  Mithral----Clad Creature
  Clad Creature
  Clad Creature
  Clad Creature    
  Mithral-clad creatures are bonded to mithral either by 
  birth or through magic. Shining mithral coats their 
  forms, armoring them against attacks.
  A mithral-clad creature can be born of mithral-clad 
  parents, and indeed whole races of mithral-clad 
  creatures can exist. Conversely, a magical ritual or a 
  spell can cover a creature in mithral, and sometimes the 
  gods create mithral-clad creatures as either a blessing or 
  a curse.
  Aside from mithral, there are creatures possessing skins 
  of various other types of metals.
  Creating a Mithral
  Creating a Mithral
  Creating a Mithral
  Creating a Mithral----Clad Creature
  Clad Creature
  Clad Creature
  Clad Creature    
  “Mithral-clad creature” is an acquired or inherited 
  template that can be added to any corporeal creature 
  (referred to hereafter as the base creature) that does not 
  already have the mithral-clad template.
  A mithral-clad creature uses all the base creature's 
  statistics and special abilities except as noted here.
  Challenge Rating As the base creature +1.
  Armor Class A mithral-clad's natural armor increases 
  by +8.
  Defensive Abilities A mithral-clad creature gains 
  medium fortification (as the magical armor ability) and 
  fire resistance 15.
  Weaknesses 
  A 
  mithral-clad 
  creature 
  gains 
  vulnerability to electricity attacks.
  Attacks Mithral-clad gain a natural slam attack if the 
  base creature has no natural attacks.
  Damage If a mithral-clad gains a slam attack, it deals 
  damage appropriate for a creature of its size.
  Special Attacks A mithral-clad creature gains the 
  following ability.
   
  Strike as Silver (Ex) Due to the properties of 
  mithral, a mithral-clad creatures natural attacks 
  overcome damage reduction as silver weapons.
  Ability Scores Str +4, Con +2, Cha +2.
  Skills A mithral-clad creature suffers a -4 racial penalty 
  on Swim checks.
  
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
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  Russell. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  101 0-Level Spells. Copyright 2011, Steven D. Russell; Author 
  Steven D. Russell. 
  101 Alternate Racial Traits. Copyright 2011, Steven D. Russell; 
  Author Steven D. Russell. 
   
  Faces of the Tarnished Souk:    Brynhild Eirensdottir, the 
  Shining Valkyrie Copyright 2011, Steven D Russell; Authors Matt 
  Banach and Justin Sluder. 
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/Faces of the Tarnished Souk/Faces of the Tarnished Souk - Brynhild Eirensdottir, the Shining Valkyrie.pdf