TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
  #30
  #30
  #30
  #30    Battle Stand
  Battle Stand
  Battle Stand
  Battle Standards
  ards
  ards
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  By 
  By 
  By 
  By Thomas LeBlanc
  Thomas LeBlanc
  Thomas LeBlanc
  Thomas LeBlanc    
  
   
  Rite Publishing Presents: 
   
  #30 Battle Standards 
   
  Vexillologist 
  Vexillologist 
  Vexillologist 
  Vexillologist (Design): Thomas LeBlanc    
  Bannerman
  Bannerman
  Bannerman
  Bannerman    (Editor): Steven D. Russell    
  Standard Bearers
  Standard Bearers
  Standard Bearers
  Standard Bearers    (Artists): Inkwell Ideas (Coat-of-Arm 
  designer), public domain, and Toby Gregory    
  Lowly Herald
  Lowly Herald
  Lowly Herald
  Lowly Herald (Layout and Publisher): Steven D. Russell    
   
   
  “Yet, Freedom! yet thy banner, torn, but flying, streams like 
   the thunderstorm against the wind.” -Lord Byron 
   
   
   
  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. 
   
  #30 Battle Standards, Copyright © 2012 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 
   
  30 Battle Standards 
  30 Battle Standards 
  30 Battle Standards 
  30 Battle Standards     
  from Grivt's Reserve
  from Grivt's Reserve
  from Grivt's Reserve
  from Grivt's Reserve    
   
  A small reinforced-stone building stands before you 
  possessing wrought iron bars, a single iron door, and 
  no windows. Its mason has rounded the corners of the 
  building with a parapet around the roof and a flagpole 
  mounted in the middle of the roof. A small wooden sign 
  hangs over the door depicting two flagpoles crossed 
  over a medallion with the name Grivt's Reserve carved 
  into it. When the door opens, a miniature warhammer 
  rings a shield shaped bell. Immediately to your right as 
  you enter the shop are small worktables covered with 
  cloth and sewing paraphernalia and to your left are 
  minor display cases; filling the rest of the dim interior 
  are battle standards forming a veritable forest of poles, 
  banners,  standards, pennons, and flags. Large Banners 
  cover all the wall space, the proprietor having tacked a 
  few to the ceiling. A gruff voice calls out, “Just a 
  second!” A dwarf hobbles from the back, limping on his 
  right leg. He offers to show you his wares and gives a 
  brief story behind the more important pieces in his 
  inventory. 
   
   
  Banners
  Banners
  Banners
  Banners    
   
  “All hail the glorious Warlord! His learned treatise on 
  battle is of great renown. His brilliant stratagems are 
  born out of his impressive intellect. With his mighty 
  figure leading us, we will not fail the August 
  Personage in Darkness. We shall defeat the vile dogs 
  of the Questor’s Society that have dared to invade our 
  sacrosanct domain. We shall drive them from our 
  borders. We will follow them to their castles, where 
  will bury them with their banners. Long may the Last 
  Warlord defend the honor of the August Personage In 
  Darkness!” - Wyrd Imperial crier to the populace of 
  Questhaven, during the Revolution of Adventure.  
   
   
  A banner is a flag or standard, normally at least 2 feet 
  wide and 4 feet long (though some are up to twice that 
  size), meant to be carried and displayed on a frame, 
  lance, pole, polearm, staff, or vexillum. It has no effect 
  when not mounted properly or when laying on the 
  ground.  
   
  A banner may be carried (on foot or mounted) or 
  planted. In the latter case, the banner does not need a 
  bearer, but if it is toppled or touched by an enemy, it 
  loses its effectiveness until reclaimed and replanted by 
  allies of its owner. 
   
  General's Banner
  General's Banner
  General's Banner
  General's Banner    
  Aura moderate (see below); CL see below 
  Slot none; Price 2,000 gp (badge), see below for 
  banners; Weight 3 lbs. 
   
   
   
   
  Description 
  The owner of the banner is linked to the banner with a 
  badge. The owner does not need to carry or plant the 
  banner himself. Instead, it may be carried or planted by 
  a cohort or follower gained from the owner's 
  Leadership feat, but the owner must be within 30 feet 
  of the banner for it to function. If the badge is lost or 
  destroyed, a new once can be created using a thread 
  from the banner. A general's banner normally depicts 
  the rank and heraldry of a particular individual. The 
  banner's edges are covered in decorative embroidery. 
   
  Banner 
  Aura School 
  CL 
  Price 
  Babel 
  illusion 
  11th 
  100,000 gp 
  Command 
  transmutation 
  5th 
  6,000 gp 
  Supply 
  conjuration and 
  divination 
  7th 
  32,000 gp 
  Trickery 
  enchantment 
  9th 
  40,000 gp 
   
  Babel: All creatures within 120 feet and able to see the 
  general's banner of babel must make a Will saving 
  throw 
  (DC 
  16) 
  or 
  become 
  incoherent 
  when 
  communicating. This includes sign language, speaking, 
  telepathy, or any other method of communicating. 
  Creatures that rely on a hive mind to think become 
  mindless. Any ability that requires communication is 
  not usable. Spells with a somatic component cannot be 
  cast. The embroidered design contains symbolism that 
  denotes difficulty speaking and hearing. 
  Command: The owner of this banner increases his 
  Leadership score by +2 when determining the amount 
  of follower he can have. When calculating the 
  Leadership score, moving around a lot does not have a 
  -1 penalty, but instead grants a +1 modifier. The 
  designs on the embroidery are images that signify 
  leadership. 
  Supply: A group or army marching under the general's 
  banner of supply only needs to consume half the food 
  and fluids needed to prevent starvation and thirst. The 
  banner can grant a bonus to foraging for food while 
  traveling in enemy territory; when making Survival 
  checks to forage and hunt, an ally can replace their 
  Wisdom modifier with the owner's Wisdom modifier. 
  Pictures of grain, fruits, or other foods are embroidered 
  onto the banner's edges. 
  Trickery: All creatures within 100 feet of the banner 
  gain 20% concealment against ranged attacks. The 
  concealment miss chance increases by 10% against 
  
  2 
   
  ranged attacks coming from more 100 feet away. For 
  each additional 100 feet, the miss chance increase by 
  10%. The design on this banner seems to be out of 
  focus and the embroidery is difficult to focus on. 
  Construction 
  Requirements Craft Wondrous Item, blur (trickery), 
  confusion (babel), create food and water (supply), 
  locate object (supply), owl's wisdom (command); Cost 
  50,000 gp (babel), 1,000 gp (badge), 3,000 gp 
  (command), 16,000 gp (supply), 20,000 gp (trickery) 
   
  Strategist's Banner
  Strategist's Banner
  Strategist's Banner
  Strategist's Banner    
  Aura moderate (various schools); CL 11th 
  Slot none; Price 2,000 gp (badge), see below for 
  banners; Weight 3 lbs. 
  Description 
  A badge links the owner to the strategist's banner so 
  she does not need to carry or plant the banner herself. 
  The badge must be worn by the owner and she must be 
  within the banner's range of effect for the banner to 
  function. The badge must be created in conjunction 
  with the banner. A lost or destroyed badge can be 
  replaced with a new badge that is created with a small 
  bit of the banner's fringe inside it. A strategist's banner 
  depicts the insignia and heraldic markings of a 
  particular individual. The banner's edge is trimmed in 
  elaborately knotted fringes.  
   
  Banner 
  Aura School 
  CL 
  Price 
  Demolition 
  transmutation 
  7th 
  64,000 gp 
  Discipline 
  enchantment 
  3rd 
  12,000 gp 
  Field Tactics 
  enchantment 
  7th 
  80,000 gp 
  Reserves 
  conjuration 
  9th 
  32,000 gp 
   
  Demolition: This banner allows the owner to grant a 
  circumstance bonus to targeting rolls and damage for 
  all siege weapons within 100 feet. This bonus is equal 
  to the Intelligence modifier of the banner's owner. The 
  fringes on the banner appear to be ranging and 
  distance counting knots. 
  Discipline: Enemies of the bearer of a strategist's 
  banner of discipline within 60 feet and able to see the 
  banner must make a Will saving throw (DC 12) or lose 
  the benefits from flanking and teamwork feats. The 
  fringes on this banner are tangled and frayed. 
  Field Tactics: The strategist's banner of field tactics 
  makes all terrain within 60 feet count as any terrain 
  type for all allies. The physical terrain is not altered in 
  any way, but for abilities dependent on a certain 
  terrain, each ally can treat the terrain as any type they 
  desire. The banner's fringes have a camouflage pattern 
  that changes color to match the surroundings. 
  Reserves: Once per day, the owner of the banner can 
  call forth a reserve unit that is within 750 feet of the 
  banner, as long as she is within 30 feet of the banner. 
  The reserve unit that can be called forth is equal to 4 + 
  her Intelligence modifier of Medium creatures, their 
  size can be changed as dimension door. Each creature 
  to be called forth must be holding a piece of fringe from 
  the banner. The fringes of the banner float 1 inch from 
  the banner's edge. Any fringe removed from the banner 
  returns in 24 hours. 
  Construction 
  Requirements Craft Wondrous Item, arcane mark 
  (badge), dimension door (reserves), forbid action 
  (discipline), greater magic siege engine (demolition), 
  terrain bond (field tactics); Cost 1,000 gp (badge), 
  32,000 gp (demolition), 6,000 gp (discipline), 40,000 
  gp (field tactics), 16,000 gp (reserves) 
   
   
  Cavalry Guidons
  Cavalry Guidons
  Cavalry Guidons
  Cavalry Guidons    
   
  “Years ago, the mite tribe had faced an unbeatable 
  cavalry force riding slurks. The riders slaughter many 
  of the tribe's warriors and the hated enemy had 
  captured whole families. The remnant of the tribe 
  rebuilt and prepared to rescue their tribe-mates. Or at 
  the very least avenge them. Now the tribe had its own 
  spider cavalry that could climb on walls and shoot 
  webbing. However, their shaman gave them a true 
  advantage, the fiery blood of fiends infused into their 
  mounts. Now the mite tribe's warriors slowly moved 
  through the tunnel towards the enemy encampment. 
  Revenge would be sticky and bloody.” - Excerpt from 
  Ecology of the Mites by Qwilion of Questhaven 
    
  A cavalry guidon is normally a lance, spear, or staff 
  with a flag hanging mounted perpendicularly from the 
  top end. The flag is normally 2 feet wide and 3 feet 
  long. A cavalry guidon only grants a bonus when 
  carried by a creature riding a mount. A cavalry guidon 
  is also a masterwork weapon and can be wielded in one 
  hand as part of a charge, but does not deal double 
  damage unless it is a lance. 
   
  Blooded Guidon
  Blooded Guidon
  Blooded Guidon
  Blooded Guidon    
  Aura moderate transmutation; CL 11th 
  Slot none; Price 76,000 gp; Weight 11 lbs. 
  Description 
  The blooded guidon is a longspear covered in 
  caricatures of planar creatures. Mounted on the guidon 
  is a square flag that bears the design of 4 creatures, one 
  from each pure alignment plane. When you first use 
  the guidon, choose one of the following creature 
  templates: celestial, entropic, fiendish, or resolute. You 
  may not select a template that has an alignment 
  opposite of your own. You can select a new template 
  only when your alignment is permanently changed. 
  Whenever you ride a mount while wielding the guidon, 
  the mount gains the selected template. Use your 
  character level instead of the mounts HD for 
  determining the abilities your mount gains from the 
  template. 
  Construction 
  Requirements Craft Wondrous Item, polymorph; 
  Cost 38,000 gp 
   
  Celerity Guidon
  Celerity Guidon
  Celerity Guidon
  Celerity Guidon    
  Aura faint divination; CL 3rd 
  Slot none; Price 8,000 gp; Weight 8 lbs. 
  Description 
  
  3 
   
  The celerity guidon is a spear that is covered in magical 
  sigils from various languages with a swallowtail flag 
  colored like a pair of wings. Once per day, you may act 
  on an ally’s initiative if it is higher than your own. 
  Three times a day, as an immediate action, you can 
  allow a single ally within 30 feet to act on your 
  initiative instead of her own. They may not act on your 
  initiative on a surprise round and they may not take 
  more than one turn per round.  
  Construction 
  Requirements Craft Wondrous Item, Improved 
  Initiative, anticipate peril; Cost 4,000 gp 
   
  Deathly Rose Guidon
  Deathly Rose Guidon
  Deathly Rose Guidon
  Deathly Rose Guidon    
  Aura moderate conjuration, faint necromancy; CL 7th 
  Slot none; Price 78,000 gp; Weight 8 lbs. 
  Description 
  The deathly rose guidon is a quarterstaff that deals 
  bludgeoning and piercing damage due to being covered 
  with rose thorns and has a square flag is emblazoned 
  with a black rose covered in yellow pustules. The 
  guidon causes long thorns to grow from your mount's 
  skin. Any creature striking your mount with its body or 
  a handheld weapon deals normal damage, but at the 
  same time, the attacker takes 2d6 points of piercing 
  damage. Creatures using melee weapons with reach are 
  unaffected by this spell. Additionally, your mount's 
  natural attacks deal an additional 1d6 points of 
  piercing damage.   
  When the mount moves, it leaves a 5-foot wide trail of 
  sticky black pollen behind it. Any creature that moves 
  through the trail must make a Fortitude save (DC 16) 
  or be sickened until the pollen is removed from the 
  creature. The pollen can be removed with a standard 
  action. The pollen trail disperses after 1 round. 
  Construction 
  Requirements Craft Wondrous Item, pox pustules, 
  thorn body; Cost 39,000 gp 
   
  Despairing Guidon
  Despairing Guidon
  Despairing Guidon
  Despairing Guidon    
  Aura moderate enchantment; CL 13th 
  Slot none; Price 36,000 gp; Weight 12 lbs. 
  Description 
  The despairing guidon is a lance with carvings of 
  weeping creatures and the square flag's border is 
  embroidered with depictions of tears. Any target struck 
  by the guidon during a charge must make a Fortitude 
  save (DC 16). On a failed saving throw, the target weeps 
  for 1 round and is treated as being blinded. On a 
  successful saving throw, the target is able to fight back 
  most of the tears, but takes a –5 circumstance penalty 
  on all attack and damage rolls for 1 round. The target 
  has a -2 circumstance penalty on attacks made against 
  you for 5 rounds. 
  Construction 
  Requirements Craft Wondrous Item, stay the hand; 
  Cost 18,000 gp 
   
  Guidon of the Deft Hand
  Guidon of the Deft Hand
  Guidon of the Deft Hand
  Guidon of the Deft Hand    
  Aura faint abjuration; CL 5th 
  Slot none; Price 6,000 gp; Weight 8 lbs. 
   
   
  Description 
  The guidon of the deft hand is a spear made from 
  bamboo and wound with strips of horse hide. Once per 
  round when you or your mount is successfully affected 
  with a combat maneuver, you may attempt a Ride 
  check (as an immediate action) to negate the combat 
  maneuver. The combat maneuver is negated if your 
  Ride check result is greater than the opponent's combat 
  maneuver roll.  
  Construction 
  Requirements Craft Wondrous Item, Mounted 
  Combat, creator must have 5 ranks in the Ride skill; 
  Cost 3,000 gp 
   
  Hellmount Guidon
  Hellmount Guidon
  Hellmount Guidon
  Hellmount Guidon    
  Aura moderate conjuration, faint necromancy; CL 7th 
  Slot none; Price 66,000 gp; Weight 8 lbs. 
  Description 
  The hellmount guidon is a quarterstaff gilded in brass 
  and the flag is shaped like a stream of fire. The guidon 
  causes your mount to be wreathed in flames. Any 
  creature striking your mount with its body or a 
  handheld weapon deals normal damage, but at the 
  same time, the attacker takes 2d6 points of fire 
  damage. Creatures wielding melee weapons with reach 
  are not subject to this damage if they attack the mount. 
  Your mount is dealt only half damage from cold-based 
  attacks. The fire increases the light level within 10 feet 
  by one step, up to normal light.  
  When the mount moves, it leaves a 5 foot wide trail of 
  fire behind it. The fire deals 1d6 damage to any 
  creature that moves through the trail. The fire trail 
  burns out after 1 round. 
  Construction 
  Requirements Craft Wondrous Item, fire shield, 
  produce flame; Cost 33,000 gp 
   
  Pernicious Guidon
  Pernicious Guidon
  Pernicious Guidon
  Pernicious Guidon    
  Aura moderate divination; CL 11th 
  Slot none; Price 80,000 gp; Weight 12 lbs. 
  Description 
  The pernicious guidon is a finely crafted ash lance with 
  a swallowtail flag with a bull’s-eye design. When you 
  make a charge, you and your mount both make attack 
  rolls and both use the higher of the two dice for your 
  attack rolls (before adding bonuses). Additionally, if an 
  attack you made as part of a charge hits, all your allies 
  
  4 
   
  that charge the same creature this turn gain an 
  additional +2 circumstance bonus to melee attacks. 
  Construction 
  Requirements Craft Wondrous Item, battlemind 
  link; Cost 40,000 gp 
   
  Thunderous Guidon
  Thunderous Guidon
  Thunderous Guidon
  Thunderous Guidon    
  Aura moderate evocation; CL 5th 
  Slot none; Price 24,000 gp; Weight 12 lbs. 
  Description 
  The thunderous guidon is a longspear that has circles 
  carved along its length and the edges of its square flag 
  are embroidered with waves. Your mount creates a 
  thunderous shock wave when it charges or runs. Any 
  creature that was adjacent to the mount during any 
  part of its charge or run movement takes 1d8 points of 
  sonic damage and is deafened for 3 rounds. A 
  successful Fortitude save (DC 14) halves the damage 
  and negates being deafened.  
  Construction 
  Requirements Craft Wondrous Item, thundering 
  drums; Cost 12,000 gp 
   
   
  Garrison Flags
  Garrison Flags
  Garrison Flags
  Garrison Flags    
   
  “An enemy army had never taken the city of Forstor 
  Nagar. No siege weapon had ever breached its walls. 
  Rumors said the walls of ice were ensorcelled by 
  potent enchantments. I knew the secret to the city's 
  endurance was currently flying overhead. I reached 
  out and untied the cord on the flagpole. Slowly I 
  lowered the flag, hoping the pulley at the top would 
  not squeal. The illusion would cover the banner 
  coming down, but the sound could alert the guards 
  patrolling the battlements. The colors reached the 
  bottom, and I quickly unhitched it. I wrapped it 
  around my arm, while running to the top of the 
  battlement. I leaped off, dismissing the illusion, 
  landing in a diving roll, I was on my feet immediately 
  and sprinted away from the City of Grinding Ice 
  before the first stones hurled by the Hungering Legion 
  started raining down destruction upon the city.”  
  - Excerpt from The Breaking of Forstor Nagar: a Spy’s 
  Perspective by The Burned Lurker  
   
  Garrison flags are normally 6 feet tall and 10 feet long. 
  They provide a benefit to a single continuous structure 
  (castle, hut, mansion, tower, etc.). The flag must be 
  flown from an outdoor flagpole near the center of the 
  structure to function. A garrison flag can protect a 
  fortification up to 200,000 square feet. The area 
  protected can be extended by increasing the price of 
  the flag. For each additional 200,000 square, increase 
  the price by 50% of the flags original price. If the 
  structure is larger than the area protected, the flag does 
  not function.  
   
  Barrier Flag
  Barrier Flag
  Barrier Flag
  Barrier Flag    
  Aura strong abjuration; CL 15th 
   
   
  Slot none; Price 420,000 gp; Weight 22 lbs. 
  Description 
  The barrier flag prevents extra-dimensional travel. 
  This ornate flag shows a wizard tower encapsulated 
  within a translucent bubble with a star-scape in the 
  background. The areas inside of the structure and 10 
  feet from all external surfaces are protected by a 
  dimensional lock. The entrances in the outer wall of the 
  structure are guarded by an antimagic field that 
  extends 10 feet from the entrance. Whenever magic is 
  suppressed by an antimagic field protecting one of the 
  entrances, the translucent bubble on the flag flashes 
  with flashes of lightning bolts, if the flag is hung upside 
  down, the antimagic field on the entrances is turned 
  off. 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  Feat, 
  antimagic field, dimensional lock, creator must have 
  10 ranks in the Spellcraft skill; Cost 210,000 gp 
   
  Flag of Leaden Fog
  Flag of Leaden Fog
  Flag of Leaden Fog
  Flag of Leaden Fog    
  Aura moderate conjuration, faint transmutation; CL 
  7th 
  Slot none; Price 120,000 gp; Weight 22 lbs. 
  Description 
  The flag of leaden fog increases the difficulty of travel 
  within the structure it protects. This flag depicts a 
  silver tower covered in a thin mist and has 3 inch long 
  lead colored fringes around its edge. The structure's 
  floors and ground are covered in a light mist, turning 
  the ground into difficult terrain and making the surface 
  slippery. 
  A piece of the silver fringe from the flag in contact with 
  a creature's skin negates the difficult terrain caused by 
  the flag. The flag reforms any missing fringe after 1 
  hour. 1 month after a piece of fringe has been removed 
  from the flag, it loses the ability to negate the difficult 
  terrain. 
  Construction 
  Requirements Craft Wondrous Item, mending, solid 
  fog, creator must have 5 ranks in the Craft (cloth) skill; 
  Cost 60,000 gp 
   
  Flag of the Putrid Blight
  Flag of the Putrid Blight
  Flag of the Putrid Blight
  Flag of the Putrid Blight    
  Aura moderate conjuration, faint necromancy; CL 7th 
  Slot none; Price 160,000 gp; Weight 22 lbs. 
  Description 
  
  5 
   
  The flag of the putrid blight sickens creatures 
  approaching the structure the flag flies over. The flag 
  shows a cracked and leaning tower in the midst of a 
  field of rotting corpses. The flag creates a feeling of 
  loathing in the mind of any creature approaching the 
  structure. Any creature within 10 feet of the structure 
  must make a Will save (DC 13) due to the loathsome 
  aura surrounding the structure. On a successful save, 
  the creature is able to suppress the loathing. If the save 
  fails, the creature becomes nauseated until it can get 10 
  feet away from the structure; the result of the Will save 
  lasts for 24 hours.  
  Any creature entering the structure is subjected to a 
  foul miasma. A creature spending 1 hour in the 
  structure must make a Fort save (DC 16) against the 
  diseases wafting around. On a successful save, the 
  creature is unaffected by the miasma. On a failed save, 
  the creature contracts a disease as the spell contagion. 
  For each additional consecutive hour spent in the 
  structure, a new saving throw must be made with the 
  DC increasing by +1 per save. 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  Feat, 
  contagion, unadulterated loathing, creator must have 
  an aura class ability that detects as evil; Cost 80,000 
  gp 
   
  Formidable Fortification Flag
  Formidable Fortification Flag
  Formidable Fortification Flag
  Formidable Fortification Flag    
  Aura moderate conjuration, faint necromancy; CL 5th 
  Slot none; Price 120,000 gp; Weight 22 lbs. 
  Description 
  The 
  buttress 
  flag 
  provides 
  increased 
  physical 
  protection to a structure. This flag is adorned with a 
  crenellated tower dripping with a viscous liquid on a 
  stone colored background. The flag doubles the 
  hardness of any structure it flies over, soft earth under 
  the structure's foundation is transmuted into granite, 
  and grease coats the outer walls of the structure. 
  A strengthened alarm warns the defenders of the 
  structure. The flag glows and gives off the sound of a 
  clanging bell whenever a creature goes over, through, 
  or under the outer walls. The edge of the flag glows if a 
  creature crosses over the top the wall within 100 feet. 
  The center of the flag around the depiction of the 
  crenellated tower glows if a creature burrows within 30 
  feet of bottom of the structure. The depiction of the 
  tower glows if any creature passes through the outer 
  wall, including gates and windows. 
  Construction 
  Requirements Craft Wondrous Item, alarm, grease, 
  reinforce armaments, transmute mud to rock, creator 
  must have 5 ranks in the Knowledge (engineering) 
  skill; Cost 60,000 gp 
   
  Viscous Flag
  Viscous Flag
  Viscous Flag
  Viscous Flag    
  Aura moderate conjuration, faint necromancy; CL 
  11th 
  Slot none; Price 180,000 gp; Weight 22 lbs. 
  Description 
  The viscous flag creates an ooze-like coating over the 
  outer wall of the structure. A black undulating wall is 
  embroidered onto the edge of the flag and the center 
  shows a siege tower with a black pudding devouring it. 
  A black acidic goo covers the outer wall of the 
  structure. Any organic (flesh, wood, etc.) or metallic 
  weapon that strikes the black goo takes 2d6 acid 
  damage unless the weapon's wielder succeeds on a DC 
  21 Reflex save. If an organic or metallic object, stays in 
  contact with the black goo for 1 full round, the object 
  takes 21 points of acid damage (no save).  
  If a 10 foot, section of the outer wall is dealt enough 
  damage to be destroyed, a black pudding with the 
  young creature template forms from the black goo that 
  was covering the wall. The black pudding will not try to 
  enter the structure, but will guard the destroyed section 
  of wall. It will move to attack any creature or object 
  that approaches within 30 feet of its position or to 
  defend itself. 
  Construction 
  Requirements Craft Wondrous Item, conjure black 
  pudding, creator must have 5 ranks in the Craft 
  (alchemy) skill; Cost 90,000 gp 
   
   
  Infantry Guidons
  Infantry Guidons
  Infantry Guidons
  Infantry Guidons    
   
  We stood our ground,  
  Faces of stone. 
  The enemy moved forward,  
  Raging madmen. 
  We stood our ground,  
  Pillars of steel. 
  The enemy moved forward,  
  Sheep to the slaughter. 
   
  We raised our right arms, 
  Our hammers would be meteors. 
  They threw themselves at us, 
  Crushed like ants. 
  We raised our left arms, 
  A fortification of shields. 
  They threw themselves at us, 
  They broke like water on the cliff.  
   
  -Except from the second book of The Alabaster Cycle 
  author unknown.  
   
  An infantry guidon is typically a wooden pole with a 
  metal capped base, ornamental top, and a flag hung 
  below an ornate top. This small flag is about 3-5 square 
  feet in area, often depicting a unit insignia or similar 
  device. An infantry guidon only grants a bonus when 
  carried in one hand or a similar grasping limb. 
   
  Blowback Guidon
  Blowback Guidon
  Blowback Guidon
  Blowback Guidon    
  Aura faint transmutation; CL 3rd 
  Slot none; Price 32,000 gp; Weight 6 lbs. 
  Description 
  The guidon converts the force from enemy attacks into 
  a blast of repulsive energy. After making a successful 
  melee attack against the bearer of the guidon or an ally 
  of the bearer within 20 feet of the guidon, an attacker 
  
  6 
   
  must make a Reflex saving throw (DC 14 + attacker's 
  Strength modifier to damage). On a failed save, a blast 
  of force hits the attacker. The blast of force acts as a 
  bull rush with a maneuver result equal to 10 + the 
  damage dealt by the attack. For every 5 by which the 
  maneuver result exceeds the CMD, the attacker is 
  pushed back an additional 5 feet. On a critical hit, the 
  Reflex save DC increases by the critical multiplier of 
  the weapon used. The attacker may choose to drop the 
  weapon instead of suffering the full force of the blast, 
  the weapon is flung 5 feet per point of damage dealt in 
  a random direction and takes 1d6 damage for every 10 
  ft flung from the attacker. 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  kinetic 
  reverberation; Cost 16,000 gp 
   
  Gremlin's Guidon
  Gremlin's Guidon
  Gremlin's Guidon
  Gremlin's Guidon    
  Aura moderate transmutation; CL 7th 
  Slot none; Price 68,000 gp; Weight 6 lbs. 
  Description 
  Cracks run the length of the guidon pole with tarnish 
  on the base cap and top ornament. The flag depicts 
  various gremlins tinkering with assorted items and 
  constructs. The trickster's guidon causes complex 
  items and constructs within 30 feet to behave 
  erratically and malfunction in combat. Mechanical, 
  alchemical or gunpowder items automatically miss on a 
  natural 1 or 2 or malfunction 10% of the time when 
  used. More advanced items automatically miss on a 
  natural 1-3 or malfunction 15% of the time. Increase 
  the misfire chance on firearms by 2. 
  Intelligent magical items and constructs get a DC 16 
  Will saving throw to avoid the effects of the guidon. 
  Constructs with a subtype have a -2 penalty on the 
  save. Upon a successful save, they do not suffer the 
  increased miss chance or malfunction chance. On a 
  failed save, in addition to the increased miss chance or 
  malfunction chance, intelligent items have their powers 
  suppressed while in the guidon's area and constructs 
  are staggered.  
  Construction 
  Requirements Craft Wondrous Item, destabilize 
  powder, malfunction; Cost 34,000 gp 
   
  Guidon of the Watch
  Guidon of the Watch
  Guidon of the Watch
  Guidon of the Watch    
  Aura faint transmutation; CL 3rd 
  Slot none; Price 34,000 gp; Weight 6 lbs. 
  Description 
  The guidon pole is carved with watchtowers and the 
  ornament is a functional lantern (the type is 
  determined during creation). The flag is adorned with 2 
  guardsmen standing back to back with weapons at the 
  ready. All allies of the bearer within 20 feet of the 
  guidon gain a +5 competence bonus to Perception 
  checks and the scent ability. 
  When two allies within 20 feet of the guidon of the 
  watch threaten the same target, every time they miss 
  because of concealment, they can reroll their miss 
  chance percentile roll one time to see if they actually 
  hit. Additionally, while the allies remain adjacent to  
   
   
  one another, they do not lose their Dexterity bonus to 
  Armor Class against melee or touch attacks from 
  invisible attackers.  
  Construction 
  Requirements Craft Wondrous Item, Blind-Fight, 
  acute senses; Cost 17,000 gp 
   
  Plodding Guidon
  Plodding Guidon
  Plodding Guidon
  Plodding Guidon    
  Aura faint illusion and transmutation; CL 5th 
  Slot none; Price 58,000 gp; Weight 6 lbs. 
  Description 
  The guidon flag shows a foot chained to large metal 
  ball. The guidon's base cap is a deformed foot, the pole 
  is wrapped in a chain, and the ornament is a metal ball. 
  Whenever any creature within 30 feet of the plodding 
  guidon tries to charge or run, a spectral ball and chain 
  appears attached to their leg after 5 feet of movement. 
  They can attempt a DC 14 Strength check to continue 
  moving. A Strength check is required for every 5 feet 
  the creature attempts to move and the creature can 
  only move up to half their movement. A flying creature 
  moving through the area must make a DC 14 Strength 
  check to keep flying. Failing the check causes the 
  creature to fall to the ground immediately. The spectral 
  ball and chain lasts until the beginning of the creature's 
  next turn. 
  Construction 
  Requirements Craft Wondrous Item, silent image, 
  slow; Cost 29,000 gp 
   
  Slayer's Guidon
  Slayer's Guidon
  Slayer's Guidon
  Slayer's Guidon    
  Aura moderate abjuration; CL 7th 
  Slot none; Price 62,000 gp; Weight 6 lbs. 
  Description 
  The ornament on the guidon is a silver claw mounted 
  on a darkwood pole with a silver base cap. The trim on 
  the flag is stitched with lycanthropes and other 
  shapechanging creatures transforming between their 
  various forms. Any creature with the supernatural 
  ability to change shape (such as a lycanthrope or 
  doppelganger) within 50 feet of the slayer's guidon 
  must make a DC 16 Will saving throw or immediately 
  revert to its true form on a failed save. While the 
  creature is not in its true form, it must make a DC 16 
  Fortitude saving throw or be sickened on a failed save. 
  If this save succeeds, the spell ends and the creature is 
  capable of changing shape once again. If the second 
  save fails, the creature is locked in its true form for the 
  
  7 
   
  duration of the spell, preventing any further polymorph 
  effects from changing its shape.  
  Construction 
  Requirements Craft Wondrous Item, Iron Will, true 
  form; Cost 31,000 gp 
   
   
  Pennons
  Pennons
  Pennons
  Pennons    
   
  “The orcs arrayed themselves in lines 5 deep and 
  about 25 wide in front of our wedge. The first rank 
  wielding tower shields and spears, the rear ranks are 
  equipped with various polearms. They have the 
  advantage of position by placing themselves in the 
  throat of the small gorge. However, beyond them a 
  horrendous sacrifice is about to take place. The orcs 
  had raided women from around the countryside in 
  order to spill their blood in homage to Their Vicious 
  Brother of Destruction. Possibly enough blood to stir 
  that fell deity to action, once roused, he would surely 
  create an wave of zealous bloodlust amongst all the 
  orcish tribes, seeking to cleans the protectorate of all 
  the other mortal races. 
   
  The captain called the command to close with the 
  enemy. I quickly checked that I had tied my pennon 
  tightly to my lance as I brought it up. At the same 
  time, I gently spurred my horse into a trot. We only 
  numbered 19, but our cause is just, our might is great, 
  and our order had the blessing of Our War Marshall 
  in Heaven. 
   
  The captain called “Ready the charge!” I focused on an 
  orc bathed in the blood of my countrymen. His eyes 
  locked with mine as he readied his shield. I kicked my 
  horse into a canter as I closed my visor. I could see my 
  companion's pennons rippling faster as we picked up 
  speed. 
   
  The captain lowered his lance, the sign for the charge. 
  I kicked my horse into a gallop, leaned forward 
  setting my lance, and adjusted my seat. My lance 
  cracked into the bloodstained tusker’s shield, but the 
  weight of my mount and my firm grip allowed my 
  blow to push his shield away and pierce his neck. The 
  blood poured from him and a bestial roar poured 
  forth from me. 
   
  Our formation scythed through the orcs and we 
  continued towards their profane temple. The screams 
  ahead meant the sacrifices might have already 
  begun...” 
   
  -Excerpt from The Lancers Unshorn by Knight-
  Lieutenant Laodegan Urienson 
     
  A pennon is a narrow cloth flag made to attach to the 
  end a knight's lance, though it can be flown from a 
  spear, polearm, or even a staff. It has no effect if not 
  mounted appropriately. A pennon grants different 
  benefits depending on its color and design.  
   
      
  Animated Pennon
  Animated Pennon
  Animated Pennon
  Animated Pennon    
  Aura moderate transmutation; CL 11th 
  Slot none; Price 48,000 gp; Weight 1 lb. 
  Description 
  An animated pennon is covered with writhing runes 
  and undulates in the air on its own. Two times per day, 
  as a swift action, you may direct the pennon to grapple 
  a single adjacent enemy for up to 5 rounds. The pennon 
  uses your CMB to attempt the grapple, but does not use 
  any of your bonuses gained from special abilities or 
  feats. If successful, the creature gains the grappled 
  condition. The pennon can only use the grapple action 
  to damage or move the grappled creature. The pennon 
  deals 1d3 damage or can move the grappled creature in 
  the squares adjacent to you up 10 feet per round. If you 
  move, the pennon can use its grapple check for the turn 
  to move the grappled creature up to half of your speed. 
  The pennon will release the creature if you move more 
  than half your speed. The pennon's CMD is 21. 
  Construction 
  Requirements Craft Wondrous Item, Improved 
  Grapple, animate objects; Cost 24,000 gp 
   
  Order's 
  Order's 
  Order's 
  Order's Pennon
  Pennon
  Pennon
  Pennon    
  Aura faint (see below); CL see below 
  Slot none; Price see below; Weight 1 lb. 
  Description 
  Each order's pennon is tied to a specific cavalier order. 
  You can use the pennon is you are not a member of the 
  order, but you do not gain the full benefit of the 
  pennon. A cavalier cannot use the normal once per day 
  ability of the pennon belonging to his order. If the 
  pennon is taken by the enemy, the cavalier loses the 
  benefits of his order's challenge ability for 24 hours (or 
  until he reclaims the lost pennon). A cavalier using an 
  order's pennon for an order he does not belong to 
  violates his edicts and he loses the benefit of the order's 
  challenge ability until he atones for his violations (see 
  the atonement spell description).  
   
  Order's 
  Banner 
  Aura School 
  CL 
  Price 
  Blue Rose 
  enchantment 
  5th 
  40,000 gp 
  Dragon 
  evocation 
  5th 
  16,000 gp 
  Lion 
  enchantment 
  5th 
  18,000 gp 
  Seal 
  evocation 
  5th 
  20,000 gp 
  Shield 
  enchantment 
  5th 
  14,000 gp 
   
  
  8 
   
  Blue Rose: This pennon has flowery blue roses and 
  green vines twisted along its length. Once per day, after 
  you defeat an enemy, the closest enemy creature within 
  20 feet of you must make a Will save (DC 11) or 
  surrender to you. If you belong to the Order of the Blue 
  Rose cavalier order, each time you defeat the target of 
  your challenge, all enemies within 20 feet must make a 
  Will save (DC 11 + morale bonus from the challenge) or 
  surrender on a failed save. If you or your allies deal 
  lethal damage to a creature after it surrenders, the 
  creature stops trying to surrender and gains a +2 
  circumstance bonus on attacks, AC, and saves versus 
  you and your allies. If multiple creatures surrender, 
  they all gain the +2 circumstance bonus and stop trying 
  to surrender if one creature is dealt lethal damage.  
  Dragon: This pennon depicts a stylized dragon 
  along its length. The dragon on the pennon comes in 
  one of four colors, depicting the energy type of the 
  pennon's damage: green (acid), blue (electricity), red 
  (fire), or white (cold). Once per day, after you defeat an 
  enemy, you breathe a 15 foot cone of energy as an 
  immediate action. The cone deals 1d4 damage and a 
  creature can make a Reflex save (DC 11) for half 
  damage. If you belong to the Order of the Dragon 
  cavalier order, each time you defeat the target of your 
  challenge you can breathe a 15 foot cone of energy 
  dealing 1d4 damage per +1 circumstance bonus your 
  challenge grants. Additionally, the circumstance bonus 
  from your challenge is added to the Reflex save DC. 
  Lion: This pennon depicts a stylized lion wearing a 
  crown, wielding a scepter, or another decorative object. 
  Once per day, after you defeat an enemy, you let loose a 
  thunderous roar. The roar will cause the nearest enemy 
  creature with less Hit Dice than the defeated enemy to 
  be shaken for one round. If you belong to the Order of 
  the Lion cavalier order, each time you defeat the target 
  of your challenge, all enemies within 20 feet with less 
  Hit Dice than the defeated enemy are shaken for one 
  round. 
  Seal: This pennon is covered in arcane or divine 
  markings, depicting a certain object, place, or secret. 
  Once per day, after you defeat an enemy, you can 
  stomp your foot as an immediate action causing a small 
  tremor. The tremor targets a single creature adjacent to 
  you. The targeted creature must make an Acrobatics 
  check (DC 13) or fall prone. If you belong to the Order 
  of the Seal cavalier order, each time you defeat the 
  target of your challenge, all creatures adjacent to you 
  must make an Acrobatics check (DC 13 + 1/2 your 
  cavalier level) or fall prone when you stomp. 
  Shield: This pennon is covered in protective 
  motifs, such as armors, shields, or walls. Once per day, 
  after you defeat an enemy, you target a single enemy 
  within 30 ft and fill it with hatred towards you. The 
  target gets a Will save (DC 11) to negate the hatred. On 
  a failed save, the target must attempt to make a melee 
  or ranged attack against you or cast a spell that targets 
  you or includes you in the area of effect. The hatred 
  ends if the creature is prevented from attacking you or 
  attempting to do so would harm it (for example, 
  drawing attacks of opportunity). The hatred subsides if 
  it cannot attack you on its turn. If you belong to the 
  Order of the Seal cavalier order and have just defeated 
  the target of your challenge, all enemies within 30 feet 
  must make a Will save (DC 11 + your morale bonus 
  from the challenge) or target you with an attack or spell 
  as above.  
  Construction 
  Requirements Craft Wondrous Item, Antagonize 
  (shield), Improved Trip (seal), Persuasive (lion), 
  burning hands (dragon), charm person (blue rose), 
  creator must belong to the cavalier order of the pennon 
  being created; Cost 20,000 gp (blue rose), 8,000 gp 
  (dragon), 9,000 gp (lion), 10,000 gp (seal), 7,000 gp 
  (shield) 
   
  Valkyrie’s Pennon
  Valkyrie’s Pennon
  Valkyrie’s Pennon
  Valkyrie’s Pennon    
  Aura faint conjuration (lesser), faint transmutation, 
  moderate conjuration (normal), strong conjuration 
  (greater); CL 3rd (lesser), 6th (normal), 9th (greater) 
  Slot none; Price 10,000 gp (lesser), 14,000 gp 
  (normal), 18,000 gp (greater); Weight 1 lb. 
  Description 
  The valkyrie’s pennon is adorned with a valkyrie 
  wearing a golden breastplate. You are surrounded by a 
  visible golden glowing field of force that provides a +6 
  armor bonus to AC. The field of force appears as a 
  breastplate with no armor check penalty, arcane spell 
  failure chance, or speed reduction. The field of force 
  gives an armor bonus against incorporeal attacks. The 
  field of force is activated as a swift action and can be 
  used for 2 hours a day. This duration does not need to 
  be consecutive, but it must be used in 10-minute 
  increments. Additionally, a female using the valkyrie’s 
  pennon appears almost divine and gains a +4 
  enhancement bonus to all Charisma based skill checks. 
  The lesser valkyrie’s pennon has all the powers of a 
  valkyrie’s pennon, but shows the valkyrie wearing a 
  golden chain shirt and the field of force appears as a 
  chain shirt, granting a +4 armor bonus to AC. The field 
  of force can be used for 1 hour a day. 
  The greater valkyrie’s pennon has all the powers of a 
  valkyrie's pennon, but shows the valkyrie wearing 
  golden half-plate armor and the field of force appears 
  as half-plate, granting a +8 armor bonus to AC. The 
  field of force can be used for 3 hours a day. 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  eagle's 
  splendor, mage armor, the creator must be a female; 
  Cost 5,000 gp (lesser), 7,000 gp (normal), 9,000 gp 
  (greater) 
   
   
  Sashimono
  Sashimono
  Sashimono
  Sashimono    
   
  “I, Shijo Masakai Daigoro surveyed the forest, looking 
  for tell-tale signs of the ronin’s tracks; they resented 
  the oni blood flowing through my veins and upon 
  learning of it, they fled my service. I would set an 
  example by punishing their transgression. They would 
  hang by their intestines while they still lived; crows 
  feasting upon their flesh while their hearts still beat.  
   
  
  9 
   
  In the woods, the ronin were busy setting up an 
  ambush. They knew that my honor would force me to 
  track them down. As they readied their equipment, a 
  scribe was preparing new sashimono to replace mine, 
  which they had burned. The scribes hands had often 
  times trembled in my service, but when a brush was 
  placed in his hand, his grip was firm, his brush strokes 
  were sure, and his writing displayed elegance few of 
  my other court scribes could match. When I arrived, 
  his assistant was taking the fresh sashimono and 
  attaching them to the armor of the ronin. They 
  thought they would soon be ready to cleanse my taint 
  from this world. They were wrong.” 
   
   - Excerpt from Daimyo Oni by Shijo Masakai Daigoro 
   
  Sashimono are small banners about 1-2 square feet and 
  attached to an inverted L-shaped pole. They resemble 
  small flags bearing simple symbols or designs and 
  come in either square or short rectangular forms. The 
  poles can be held, but are typically attached to the back 
  of chest armor by special fittings or placed in holders 
  on a saddle for cavalry soldiers. 
   
  Aegis Script 
  Aegis Script 
  Aegis Script 
  Aegis Script     
  Aura faint transmutation; CL 3rd 
  Slot none; Price 6,000 gp; Weight 4 lbs. 
  Description 
  The aegis script is a sashimono with the symbol for 
  armor written in metallic ink on black cloth. The style 
  of the symbol determines the effect of the sashimono 
  upon the bearer's armor but it is always written in a 
  delicate, fluid, or ornate style. The pole holding the 
  sashimono is made of bamboo painted in the same 
  metallic ink as the symbol. 
  Delicate: Reduce the armor check penalty by 3. 
  Fluid: Increase the maximum dexterity bonus by 1. 
  Ornate: Reduce the arcane spell failure chance by 10%. 
  Construction 
  Requirements Craft Wondrous Item, effortless 
  armor, creator must have 3 skill ranks in the Craft 
  (calligraphy) skill; Cost 3,000 gp 
   
  Art of the Flexible Defense  
  Art of the Flexible Defense  
  Art of the Flexible Defense  
  Art of the Flexible Defense      
  Aura faint transmutation; CL 5th 
  Slot none; Price 7,000 gp; Weight 4 lbs. 
  Description 
  The art of the flexible defense is a sashimono with the 
  symbol for defense written in blue ink on a yellow 
  cloth. The style of the symbol determines the effect of 
  the sashimono upon the bearer's defensive ability. The 
  symbol can be written in a bold, fluid, or ornate style. 
  The pole holding the sashimono is made from a flexible 
  wood. 
  Bold: When using the total defense action, you gain an 
  additional +2 dodge bonus to your Armor Class. 
  Fluid: You gain a +1 dodge bonus to Armor Class 
  against attacks of opportunity when taking a move 
  action. 
   
   
   
   
  Ornate: When using Combat Expertise or fighting 
  defensively, you gain an additional +1 dodge bonus to 
  your Armor Class. 
  Construction 
  Requirements Craft Wondrous Item, haste, creator 
  must have 5 skill ranks in the Craft (calligraphy) skill; 
  Cost 3,500 gp 
   
  Inspired Note
  Inspired Note
  Inspired Note
  Inspired Note    
  Aura moderate divination; CL 9th 
  Slot none; Price 22,000 gp; Weight 4 lbs. 
  Description 
  The inspired note is a sashimono covered in musical 
  notations written in black ink on a white cloth. The 
  pole holding the sashimono often has bells, chimes, or 
  other musical noisemakers attached. This sashimono 
  attunes the bearer to the sounds of the world around 
  him and enables him to ensure he properly forms his 
  sounds. Whenever he casts a spell with the sonic 
  descriptor, increase the save DC by 1. He also gains a 
  +2 circumstance bonus on Perform skill checks. 
  A bard is instilled by true inspiration by the inspired 
  note. If the bearer is a bard, he can use his bardic 
  performance for an additional 2 rounds a day and 
  reduce the use of one masterpiece by one round per 
  performance (minimum 1). The masterpiece must be 
  chosen when you first obtain the sashimono. The 
  masterpiece can only be changed by performing a ritual 
  
  10 
   
  that consumes 200 gp of incense and by performing 
  the new masterpiece daily for two weeks. 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  gallant 
  inspiration, creator must have 5 ranks in one Perform 
  skill; Cost 11,000 gp 
   
  Warrior's Scrawl
  Warrior's Scrawl
  Warrior's Scrawl
  Warrior's Scrawl    
  Aura faint divination; CL 5th 
  Slot none; Price 20,000 gp; Weight 6 lbs. 
  Description 
  The warrior's scrawl is a sashimono with the symbol 
  for combat written in red ink on a green cloth. The style 
  of the symbol determines the effect of the sashimono 
  upon the bearer's offensive ability. The symbol can be 
  written in a bold, delicate, fluid, or ornate style. The 
  jade pole holds the sashimono. 
  Bold: Reduce the attack penalty for Power Attack by 1. 
  Delicate: Reduce the attack penalty for Rapid Shot by 
  1. 
  Fluid: Reduce the attack penalty for Two-Weapon 
  Fighting by 1. 
  Ornate: Reduce the attack penalty for the spell combat 
  ability by 1. 
  Construction 
  Requirements Craft Wondrous Item, true strike, 
  creator must have 5 skill ranks in the Craft 
  (calligraphy) skill; Cost 10,000 gp 
   
   
  Vexillums
  Vexillums
  Vexillums
  Vexillums    
   
  I am a squire of Bardbrand; I was anxious and 
  scared, feelings an aspiring knight was supposed to be 
  able to overcome. Slowly moving toward me was a 
  company of gnoll warriors beating their axes against 
  shields. The clamor was starting to unnerve me. Blood 
  matted their fur from a previous battle and wicked 
  teeth gleamed within a grinning mouth. Looking left 
  and right, I saw the grim determination marked upon 
  my companions faces. Determination I did not feel, for 
  combat had not yet blooded my blade.  
   
  Behind me, I heard movement and thanks to Our 
  Sovereigns in Heaven. I turned and saw Idris 
  Marchson, Legacy of Bardbrand, approaching with 
  his magnificent vexillum. I could feel his presence 
  wash over me and I turned to face the enemy. As I 
  turned, I noticed my companion’s faces were now 
  alive like I had never seen before. My mouth opened 
  and a snarl emerged. Gone was the fear. Anxiety 
  vanished. My heart beat like an enraged boar trying 
  to burst free. The power of the Legacy of Bardbrand 
  had infused us with courage. It was intoxicating. I 
  wanted to rush forward and rend the enemy. I am a 
  Squire of Bardbrand.” -Excerpt from the first book of 
  the Alabaster Cycle by an unknown author  
   
  A vexillum is common battle standard for armies on 
  the march. The vexillum consists of a pole, finial 
  (decorative emblem), crossbar, and cloth. The average  
   
   
  vexillum pole for a Medium creature is normally 6 ft. 
  tall and 4 ft. tall for a Small creature. The finial is 
  mounted on the top end of the pole when held 
  horizontally. Directly below the finial, a crossbar is 
  mounted perpendicular to the pole forming a T-shape 
  and a cloth hangs from the crossbar, like a miniature 
  sail. The cloth can be a banner, flag, pennon, or similar 
  item.  
  A vexillum must be held in one hand or similar 
  grasping limb to function. If the vexillum is taken by 
  the enemy or destroyed, the bearer is bestowed with 
  one negative level for 24 hours (or until you reclaim the 
  lost flag). 
  A vexillum can have one of the following armor and 
  shield special qualities without having the base +1 
  enhancement bonus (cost in parenthesis): 
  �
  arrow catching (4,000 gp) 
  �
  deflect arrows (9,000 gp) 
  �
  ghost touch (16,000 gp) 
   
   
  Exalted Vexillum
  Exalted Vexillum
  Exalted Vexillum
  Exalted Vexillum    
  Aura moderate abjuration, faint transmutation and 
  universal; CL 11th 
  Slot none; Price 16,000 gp; Weight 11 lbs. 
  Description 
  The exalted vexillum is covered in gold filigree and the 
  finial is a 3 inch wide gemstone. The cloth hanging 
  from crossbar has its appearance magically altered to 
  display the holy symbol and coloring of the bearer's 
  deity. While carrying the vexillum in one hand, the 
  radius doubles for paladin auras and channeled energy. 
  The radius increase does not stack with increases from 
  any other source. The exalted vexillum can be used as a 
  holy symbol and divine focus, but does not function if 
  the bearer does not worship a deity. 
  
  11 
   
  At least 2 square feet of cloth must be hanging from the 
  crossbar for the exalted vexillum to function. Any 
  damage dealt to the cloth is repaired as a free action. 
  Hiding the deities' holy symbol or coloring bestows a 
  negative level on the bearer. This level is removed 
  when the vexillum is no longer carried or the cloth is 
  visible. 
  The gem changes appearance as the bearer wishes. The 
  gem becomes a piece of glass if removed from the 
  vexillum, which ceases to function. 
  Construction 
  Requirements Craft Wondrous Item, mending, 
  prestidigitation, creator must have 5 ranks in the 
  Knowledge (religion) skill; Cost 8,000 gp 
   
  Inqeryo Pole
  Inqeryo Pole
  Inqeryo Pole
  Inqeryo Pole    
  Aura moderate conjuration and necromancy; CL 5th 
  Slot none; Price 32,000 gp; Weight 9 lbs. 
  Description 
  The inqeryo pole is used by tribes from the deepest 
  jungles. This lightweight vexillum features carvings of 
  vines and snakes intertwined along the length. The 
  finial is shaped like a stylized eye. The bearer may cast 
  any cure wound or inflict wound spell, with a range of a 
  creature touched, on a single target within 40 ft.  
  The bearer of the inqeryo pole gains the additional 
  power of a continual deathwatch effect on all creatures 
  within 30 ft.  
  A cleric bearing the inqeryo pole may choose to convert 
  prepared cure or inflict spells. A cleric that can 
  spontaneously cast cure spells can convert a prepared 
  cure spell into an inflict spell. A cleric that can 
  spontaneously cast inflict spells can convert a prepared 
  inflict spell into a cure spell. The amount of damage 
  healed or inflicted is reduced from a d8 die to a d6 die.  
  Construction 
  Requirements Craft Wondrous Item, Reach Spell, 
  Versatile Channeler, deathwatch; Cost 16,000 gp 
   
  Invigorating Vexillum
  Invigorating Vexillum
  Invigorating Vexillum
  Invigorating Vexillum    
  Aura moderate enchantment and abjuration; CL 7th 
  Slot none; Price 30,000 gp; Weight 13 lbs. 
  Description 
  The invigorating vexillum is covered in detailed 
  carvings depicting ancient battles and the finial depicts 
  an axe and hammer crossed with a sword. The bearer's 
  banner class abilities and the Flagbearer feat have the 
  morale bonus increased by +1. Once per day, the bearer 
  can sacrifice 1 point of Charisma to double the morale 
  bonus granted by the banner abilities or Flagbearer feat 
  for 3 rounds. This sacrifice counts as an ability drain.  
  The bearer of the invigorating vexillum gains the 
  Flagbearer feat if he does not have it already, but does 
  not gain the increased morale bonus. 
  If the invigorating vexillum is destroyed or taken by 
  the enemy, the bearer and all allies gaining a morale 
  bonus from the bearer must each make a DC 17 
  Fortitude save. If the save succeeds, they are shaken for 
  1 round. If the saves fail, they are shaken for 1d4 +1 
  rounds. If the vexillum is retrieved by the bearer or an 
  ally, the shaken condition is removed.  
  Construction 
  Requirements Craft Wondrous Item, banner class 
  ability or Flagbearer; Cost 15,000 gp 
   
   
  Adventuring Gear
  Adventuring Gear
  Adventuring Gear
  Adventuring Gear    
   
  Grivt's Reserve also contains mundane gear for sale. 
  Grivt also creates personal flags and banners, charging 
  4 gp per square foot and taking 1 day per 2 square feet.  
   
  Item 
  Cost 
  Weight 
  Book, Heraldry 
  30 gp 
  3 lbs. 
  Flag Carrier, Armor 
  6 gp 
  2 lbs. 
  Flag Carrier, Chest Harness 
  2 gp 
  3 lbs. 
  Flag Carrier, Saddle 
  4 gp 
  2 lbs. 
  Flagpole, Garrison 
  24 gp 
  150 lbs. 
  Frame, Wooden 
  4 sp 
  19 lbs. 
  Guidon 
  11 gp 
  6 lbs. 
  Sashimono 
  1 gp 
  4 lbs. 
  Vexillum, Metal 
  40 gp 
  14 lbs. 
  Vexillum, Wood 
  13 gp 
  9 lbs. 
   
  Book, Heraldry: A heraldry book contains samples 
  of the coat of arms, crests, designs, and other colors or 
  symbols used to decorate a banner, flag, shield, or 
  other item. Each book describes the colors and symbols 
  used by different organizations (e.g. political, religious, 
  and social) in one area. The book gives you a +2 
  circumstance bonus to identify the group 
   
  Flag Carrier, Armor: A flag carrier holds the pole 
  for your sashimono, banner, or similar item. An armor 
  flag carrier for flexible armor (chain, scale, etc.) has a 
  socket on the back at waist level and a ring is attached 
  at shoulder level to keep the flag upright. On solid 
  armor (breastplate, plate, etc.) a solid bracket runs 
  along the spine to hold the pole. 
   
  Flag Carrier, Harness: A flag carrier holds the pole 
  for your sashimono, banner, or similar item. There are 
  two varieties of harness flag carrier. The first requires 
  one hand to hold the pole upright; it consists of a strap 
  over your shoulders, crossing behind your neck, and 
  the ends come together in a socket at waist level. The 
  second requires no hands to hold the pole upright; it 
  consists of a strap behind your neck, crossing across 
  your chest, and the ends come together behind you at 
  waist level in a socket, with a ring behind the neck to 
  hold the pole upright. 
   
  Flag Carrier, Saddle: A flag carrier holds the pole or 
  guidon for your sashimono, banner, or similar item. 
  There are two varieties of saddle flag carriers. The first 
  requires one hand to hold the pole upright and may be 
  removed for combat as needed; a socket for the pole is 
  placed along the leading edge of the saddle. The second 
  requires no hands to use, but the pole cannot be easily 
  removed; a bracket is placed on the rear of the saddle 
  with clasps to ensure the pole stays in place. 
  
  12 
   
   
  Flagpole, Garrison: A garrison flagpole is a 30 foot 
  high wooden pole 4 inches in diameter with a 
  decorative top, a pulley near the top, and a rope 
  running from the pulley to a tie down bracket 3 feet 
  above the ground. It has a hardness of 5, 40 hit points 
  and requires a DC 30 Strength check to break. 
   
  Frame, Wooden: A wooden frame used to hold a 
  flag, banner, or similar item. It encircles the held item 
  on all side to ensure the item is held securely and 
  ensure visibility. A wooden frame has a hardness of 5, 5 
  hit points and requires a DC 13 Strength check to 
  break. 
   
  Guidon: A guidon is a wooden pole with a metal 
  capped base, ornate top, and a flag hung below an 
  ornate top. This small flag is about 3-5 square feet in 
  area, often depicting a unit insignia or similar device. A 
  guidon is carried in one hand or a similar grasping 
  limb. A guidon has a hardness of 5, 10 hit points, and 
  requires a DC 15 Strength to break. Guidons can also be 
  made from a lance, quarterstaff, spear, or other two-
  handed weapon with a wooden haft. If made using a 
  weapon, increase the weapon's cost by 10 gp and the 
  weight by 3 lbs. 
   
  Sashimono: A sashimono is a small cloth hung in the 
  crook of an inverted L-shaped wooden pole. The cloth 
  is secured on 2 sides to the pole. The cloth is a small 
  banner about 1-3 square feet in area, often depicting a 
  simple logo or symbol due to its small size. It has a 
  hardness of 5, 3 hit points and requires a DC 11 
  Strength check to break. 
   
  Vexillum: A vexillum consists of a pole, finial 
  (decorative emblem), crossbar, and cloth flag. The 
  finial is mounted on the top end of the pole when held 
  horizontally. Directly below the finial, a crossbar is 
  mounted perpendicular to the pole forming a T-shape 
  and hangs a cloth like a miniature sail. A vexillum is 
  carried in one hand or a similar grasping limb. A metal 
  vexillum has a hardness of 10, 15 hit points and 
  requires a DC 30 Strength check to bend. A wooden 
  vexillum has a hardness of 5, 10 hit points and requires 
  a DC 16 Strength check to break. 
   
   
  Feat
  Feat
  Feat
  Feat    
   
  FLAGBEARER (Combat) 
  When brandishing a flag adorned with the standard 
  of an organization you owe allegiance to, you inspire 
  nearby members of the same allegiance. 
  Prerequisites: Cha 15. 
  Benefit: As long as you hold your clan, house, or 
  party’s flag, members of that allegiance within 30 feet 
  who can see the flag (including yourself) gain a +1 
  morale bonus on attack rolls, weapon damage rolls, 
  and saving throws against fear and charm effects. You 
  must hold the flag in one hand in order to grant this 
  bonus. If the standard is taken by the enemy or  
   
   
  destroyed, this bonus becomes a penalty, affecting all 
  creatures that the bonus previously affected for 1 hour 
  (or until you reclaim the lost flag). 
   
   
  Grivt Lungpiercer 
  Grivt Lungpiercer 
  Grivt Lungpiercer 
  Grivt Lungpiercer     CR 8
  CR 8
  CR 8
  CR 8    
  XP 4,800 
  Dwarf expert 4/cavalier 5  
  NG Medium humanoid (dwarf)  
  Init +0; Senses darkvision 60 ft., Perception +10 
   
  D
  D
  D
  Defense
  efense
  efense
  efense    
  AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield) 
  hp 63 (9 HD; 4d8+5d10+18) 
  Fort +7, Ref +2, Will +6; +2 vs. poison, spells, and 
  spell-like abilities 
   
  O
  O
  O
  Offense
  ffense
  ffense
  ffense    
  Speed 15 ft. 
  Melee +1 lance +11/+6 (1d8+2/x3) or masterwork 
  warhammer +10/+5 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Special Attacks +1 attack vs. orc and goblinoids 
  humanoids), challenge (order of the dragon) 
   
  S
  SS
  Statistics
  tatistics
  tatistics
  tatistics    
  Str 14, Dex 10, Con 14, Int 8, Wis 13, Cha 8 
  Base Atk +8; CMB +10; CMD 20 (+4 vs. bullrush 
  and trip) 
  
  13 
   
  Feats 
  Flagbearer, 
  Lookout, 
  Master 
  Craftsman, 
  Mounted Combat, Ride-By Attack, Spirited Charge  
  Skills Appraise +5, Bluff +4, Climb +6, Craft (cloth) 
  +7, Handle Animal +11, Intimidate +4, Perception +7, 
  Profession (mercenary) +4, Ride +10, Sense Motive +5 
  Survival +1 (+3 to provide food and water for his allies 
  or to protect his allies from harsh weather) 
  Languages Common, Dwarven 
  SQ aid allies, banner, cavalier's charge, challenge, 
  expert trainer, greed, mount, order of the dragon, slow 
  and steady, stability, stonecunning, tactician 
  Combat Gear dust of tracelessness, unguent of 
  timelessness; Other Gear +1 breastplate, caltrops (4 
  bags), dragon order's pennon,+1 lance, masterwork 
  heavy steel shield, masterwork tool (sewing kit), 
  masterwork warhammer, wagon pulled by 2 ponies, 
  war pony mount with military saddle 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Aid Allies (Ex): At 2nd level, whenever Grivt uses the 
  aid another action to assist one of his allies, the ally 
  receives a +3 bonus to his Armor Class, attack roll, 
  saving throw, or skill check.  
  Banner (Ex): As long as the Grivt's banner is clearly 
  visible, all allies within 60 feet receive a +2 morale 
  bonus on saving throws against fear and a +1 morale 
  bonus on attack rolls made as part of a charge. 
  Cavalier's Charge (Ex): Grivt receives a +4 bonus 
  on melee attack rolls on a charge while mounted and 
  does not suffer any penalty to his AC after making a 
  charge attack while mounted.  
  Challenge (Ex): Twice per day, Grivt can challenge a 
  foe to combat. As a swift action, he chooses one target 
  within sight to challenge. His melee attacks deal +5 
  extra damage whenever the attacks are made against 
  the target of his challenge. 
  Challenging a foe requires much of the cavalier's 
  concentration. He takes a –2 penalty to his Armor 
  Class, except against attacks made by the target of his 
  challenge. His allies receive a +1 circumstance bonus 
  on melee attack rolls against the target of his challenge 
  whenever he is threatening the target.  
  Expert Trainer (Ex): Grivt receives a +2 bonus 
  whenever he uses Handle Animal on an animal that 
  serves as a mount. In addition, he can reduce the time 
  needed to teach a mount a new trick or train a mount 
  for a general purpose to 1 day per 1 week required by 
  increasing the DC by +5. He can also train more than 
  one mount at once, although each mount after the first 
  adds +2 to the DC.  
  Mount (Ex): Grivt does not take an armor check 
  penalty on Ride checks while riding his mount Biter, a 
  dwarven pony.  
  Tactician (Ex) As a standard action, Grivt can grant 
  the bonus from his Lookout feat to all allies within 30 
  feet who can see and hear him. Allies retain the use of 
  this bonus feat for 5 rounds. You can use this ability 
  once per day. 
   
  Boon Grivt Lungpiercer can arrange for PCs to meet 
  with mercenary captains of his acquaintance, with a +2 
  circumstance bonus on Diplomacy checks because of  
   
   
  his reputation. He can assist the PCs with 2 hours of 
  crafting cloth a day for up to a week or loan them his 
  wagon for 2 weeks.  
   
  After dozens of campaigns across the surface and 
  underneath it, Grivt Lungpiercer was crushed during a 
  cave-in exploring an accursed tomb and to this day his 
  right leg is partially crippled, such that not even the 
  most pious of prayers can heal it. He retired and now 
  owns a shop creating various banners, flags, and 
  pennons. He also sells gear for armies on the march. 
  This forced retirement wears upon him, he is now 
  much given to drink and the telling of war stories to 
  pass his time.  When not in his shop he rides his mount 
  when possible to make up for his slow speed. Grivt 
  always remains loyal to his allies and works to further 
  their aims. He fights fiercely protect his allies from 
  harm and defends their honor when called into doubt. 
  He is proud of his fine needlework and knows most of 
  the mercenary companies in the area. When asked to 
  fight, Grivt prefers to challenge the physically strongest 
  creature first and then charge with his lance. If forced 
  to retreat, he will serve as the rear guard, dropping 
  caltrops to slow the enemy. 
   
   
  
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  #30 Battle Standards Copyright 2012 Steven D. Russell; Author 
  Thomas LeBlanc 
  
  On Sale Now in Print and PDF!
  
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