Showing posts with label manual of the planes. Show all posts
Showing posts with label manual of the planes. Show all posts

Wednesday, April 4, 2012

Transmigrating Multiplanar Temples



Once, I worked out a rather weird crossover scenario to bring a party of adventurers from one of my settings to another without too much difficulty, while still keeping the plot intact. The end result was rather...weird....here then is the outline for this odd extraplanar temple that jumps realities:

The Dream Temple of Skaeddrath Aka’ll


This temple transmigrates through time and space; its core is rooted in Lingusia, but its dream shadows stretch throughout the dimensions. It has been used (when found abandoned) by many agencies in the past….most recently it was uncovered in Espanea, in the Realms of Chirak, where it had lain dormant for centuries. The temple traps people, who become encased in a strange ice, which keeps them locked in dreamy slumber for untold eons. Sometimes these people are able to move about in a lucid astral state, reliving their time and experience from when they first entered the temple.

The temple’s history is buried in the unfathomable eons, created from the dreaming imagery out of the dreamlands of Ethenur, as imposed by the ancient titanic mind of the Skaeddrath Aka’ll, one of the twelve primordial chaos lords imprisoned in Lingusia. The initial dream of the temple was to seek out unknown dimensions, to lure prospective followers to the temple, and through them to siphon the divine energy channeled through their worship in to the temple as a vessel of power. Once an eon it returns to Lingusia, over the tomb-prison of Aka’ll, where the energy is released, to sate the slumbering entity’s endless hunger.

The temple had been on Chirak for a very long time, but it eventually was uncovered and transmigrated back to Lingusia, where it appeared deep in the Mountains of Madness, in the Era of the Warlords. Unexpectedly, for the first time in untold eons members of those who had entered and become trapped are awakened before their souls were fully siphoned off by the slumbering Skaeddrath. The awakening began with the adventurers dreaming in slumber of the time of their entry, but suddenly becoming lucidly aware of their own presence….finding the chamber with their encapsulated bodies…and the discovery of the ancient artifact, the Hand of Vecna, which disrupted the stasis in which all were held as a result of the dreamers’ interactions with the hand. These daring souls find themselves deep in the Slithotendan Mountains, free at last after a thousand years, but with the realization that there is a terrible entity below the earth, to which dark servants even now are carrying a vast crystalline latticework, called the Nether-Gate, these servants call it, which contains the vast energies absorbed by the Dream Temple, that they may feed it to the dreaded Aka’ll, and at last cause the chaos titan to awaken.

The agents of this dark act are dedicated servants to the dread Aka’ll, and include the mind flayer Skath and the gorgon Zeshtra. They are guarded by a dozen chaos cultists, all servants of the Abyssal realms. The adventurers may have to dare seeking the aid of old enemies, also trapped within the temple, to strike against the new…

Within the temple, after the Nether-Gate has been removed, the hundred trapped sleepers begin to awaken….some are too weak, drained of all lif energy and perish, but a handful are once more free…..their dreams are a confused, strange menagerie for they have shared the visions of the centuries, experienced the lives of many, but all in a curious dream state. Now, freed, they are once more to brave the mortal world, and to perhaps seek out and stop the worshippers of Aka’ll.



I generally try not to make plots to complicated these days (I mean...Hand of Vecna, Cthonic mythosesque deity, planar temple.....seriously!), but sometimes they get away from me! This was one of those (about two and a half years ago) that ended after a short run, but led into the much longer Pathfinder campaign in the Warlords of Lingusia setting that I've been running every Saturday since. 

Saturday, October 1, 2011

Personalities of Kharabys



And now for the Third and Final chapter on the many odd characters and NPCs, this time in the city of Kharabys and Isnathar at large. In going over all this stuff I wrote for the Astral Island I have to admit I would like to run some future games set here. Perhaps, I could do it in Castles & Crusades, using the Cosmos Builder and Planescape as plug ins.....

Personalities of Kharabys

Peredon Naylor                                                AL CG    human sorcerer 7
   Peredon is a human from the kingdom of Narzham, on a remote material plane that appears to have disappeared or is impossible to find. He’s been searching for years now for a way of finding his home, and has in the process built up an impressive local navigational collection of the hundreds of planar routes that manifest in Isnathar, and he eventually opened a business to display his impressive clockwork construction of the local planar gate space called the Planeum. He is rumored to have been forced into exile from the Imperial Demi-Plane of Naelythia after being caught with the emperor’s youngest daughter, Ialatha, some years ago.

Galon Skord
   Galon Skord is a notorious local knave who might more likely fit in to the devil-run Port Draemen, but for the fact that he hates being outshined in his villainy. He is a native of the material plane of Chirak, from the island of Espanea, where he works for a society called the Order of the Ebon Skull, securing rare and valuable artifacts of evil from the planar realms or use by the Ebon Skulls on his home plane. His principle allegiance is to his immediate superiors, but he has sworn a pact of fealty to the demon lord Kraish’degar. To rise in status and power Galon has commissioned the recovery of an ancient coffin containing the corrupted chaos-flesh of the dead demon lord Nasur, said to have been slain eons ago by Metatron himself, then interred in a sarcophagus that insured the demon lord would never return.
   Galon relies on three agents are a trio of sultry tiefling women who carry out his dirty work. They are called Etheri, Thalia, and Tresanielle. All three were found as young orphan girls plying their trade in the back alleys of Kharabys (where tieflings are regardes as second-class citizens) and raised to be cunning assassins by Galon. Indeed, Galon himself is not nearly as skilled at his planar acquisitions without their aid.
AL: LE     Race: human                                        Class:      anti-paladin 5        Deity: Kraish’degar
App: Gaunt and pale, wears heavy lacquered ebony platemail, and a horned helm.
Init:        -1            AC 21 (Tch 9  FF 21)            FT +7 RF +3 WL +8               HP 47                    
Senses: normal     Armor: platemail +1 and heavy steel shield shield ( AB 9+1 and +2 shield)
Speed 20 ft. (30 unarmored)             Melee +1 magical scimitar +10 or +11 with boon; (1D6+6; 18-20/X2)    
Space 5 ft; Reach 5 ft.
Special Attacks Smite good 4/day (+5 damage/+10 vs. good subtype, bypass DR, and +3 to AC against that target), Touch of corruption (2D6 damage touch), Aura of Cowardice (-4 vs. fear on enemies within 10 feet)
STR 17(+3); DEX 8(-1); CON 10(+0); INT 10(0); WS 12(+1); CH 15(+3)     Base Atk +5; CMB +8; CMD 17
Anti-Paladin Feats and Abilities Aura of Evil, Detect Good, Smite Good 4/day (+5 dmg/+`0 vs. good subtype, bypass DR, +3 AC), Unholy Resilience, touch of corruption 5/day (2D6 damage touch), aura of cowardice (-4 vs fear on enemies in 10 ft), plague bringer, cruelty (sickened), channel negative energy, Fiendish Boon (weapon +1, unholy light, added to scimitar), Weapon Focus (scimitar), Toughness    
Spell Slots 1st level: 1/day (DC 14) Memorized: Summon Monster I (fiendish fire beetle)
Skills Bluff +11, Disguise +9, Intimidate +16, K/History +4, K/the Planes +5, Sense Motive +10
Languages Espanean (common), Planar Common
Tiefling Racial Ability: darkness once/day at level 8 casting level
Wealth: 582 gold pieces, 75 platinum pieces, 10 gems worth 50 GP each, scimitar +1, shield, platemail +1, backpack, sheaf of planar maps, gate key to Chirak (aligned with portal in Corlione), Ring of Detect Magic 3/day, Potion of Invisibiity (1 dose)
Fiendish Fire Beetle (small, N, Init 0; AC 12/touch 11/ff 12; HP 7, Fort +2 Ref 0 Will 0; Resist fire and cold 5; Immune mind-affecting spells, Spd 30/fly 30; darkvision 60 feet; Melee: Bite +1 (1D4 damage), SQ luminescence

Etheri, Thalia and Tresanielle
   These three comely female tieflings delight in dressing in the finest dresses in fashion among the Naethlythian elves; they are more unusually demonic than normal, with cloven hooves beneath their dresses as well as tails and horns. They are personal agents of Galon Skord, and were raised from a young age by him to become efficient agents for his illicit Planar Acquisitions business.

Other Personalities of the Demi-Plane of Isnathar

Nezmeth the Outcast                                    CN Bone Devil
   Nezmeth is a bone devil who was accused of terrible unknown crimes in the Nine Hells, and fled to the isle of Isnathar specifically to escape his eternal punishment. He arrived in Port Draemen, where he dwelt on the streets for some time, unable to provide any useful job skills outside of killing, when he developed an unusual phobia of small creatures, specifically children, Halflings and other beings with disproportionately small hands and higher-pitched voices. After a terrible incident at the Sacred Wisdom Orphanage (which was subsequently shut down and is now said to be haunted) he was forced in to exile by the Chain Lord herself, who at once pitied him for being an aberration of his own kind (a chaotic being who lacked an evil soul) and yet could not forgive him for slaughtering an orphanage of innocents, even if it was out of sheer terror.
   Nezmeth now wanders the wastes of the island, and is somewhat of an authority on the isle as a whole, providing useful guidance to those in need. He lives in a hut built on the back of an immense, ancient animated lizard skeleton, which meanders across the island, usually near the shore, where he spends his days beach-combing and hunting for the exotic dog-sized trilobites and sea scorpions that wash ashore.

Scorion                                                                 NE Naelythian Elf rogue 7 eldritch blade 4
   Scorion is the notorious local lord of a mess of astral pirates, a mixed group of naelythians and other outcasts who are for various reasons very angry with the Astral Empire of the Naelythians. No one knows what Scorion’s personal anger stems from, though rumors abound that he is a bastard son to the emperor, or that his house was destroyed during the time of the Great Purge two centuries ago, when civil war rocked the empire in its formative years, to be squelched by the total destruction of the opposition. All anyone can say for sure is that Scorion seeks to do damage wherever he can.
   Most recently Scorion and his crew have taken up refuge in the mountains of Isnathar, and have developed a keen interest in the ruins and relics to be found upon the curious demi-plane. Exactly what he has up his sleeves remains to be seen, however.

Copyright 2011 by Nicholas Bergquist, all rights reserved

Friday, September 30, 2011

Personalities of Port Draemen


And now for part 2 of the NPCs of Kharabys. This section provides short bios and a couple stat blocks on the noted personalities of the chain-devil run independent Port Draemen:

Personalities of Port Draemen

Meenlock Radamarch                                    AL NE    Goblin Rogue 6 Assassin 4
   Goblin assassin for hire; a mean little old coot, notorious locally for his cunning efficiency and network of young tiefling and kytonian urchins that work for him, a gang known as the Shadow Coins.

Kaelie “Sultry” Neramas                              AL LE      Kyton Expert 7
   A female Kyton who runs “Astarte’s House of Please,” a den of iniquity that caters to the sadomasochistic set and promises any number of possible fantasies made horribly real. Sultry is nonetheless an excellent ear to the streets and hears about many strange goings-on no one else does, especially in the Abyssal quarter, known for its lawlessness.

Skalam Veruun                                                 AL LN     Ifrit Expert 10
   The most notoriously efficient planar merchant in Draemen is Skalam, a fireblooded ifrit who trades directly with the elemental lower planes and has known connections in the fabled City of Brass. Skalam is always looking for reliable agents and mercenaries to protect his cargo and ships, and will proactively seek out and destroy planar raiders and pirates that threaten his business.

Jazastar the Mirthless                                   AL NE    Mummy Bard 5
   Jazastar is the most notorious entertainer in Draemen, and is considered the personal entertainer of the Chain Lord. His dirges are impressive, but his efforts at humor can be disturbing, as he engages in uncharacteristically dark gallows humor. He is accompanied by a troop of abyssal ghouls, called Merol, Dring and Splast, who work with him for some impressively deranged skits. The Chain Lord loves him. Precisely where he came from originally, or how he came to be free of any confinement is unknown.

Salaam Ragast                                                   AL TN    Mercane
   Salaam is a famous local mercane who does a great deal of business in the magical device trade in Port Draemen. He funds the Office of Investigative Research on Baranask (ORB), focused on hiring brave teams to enter the haunted ruins of the Abyssal City and find new and fabulous ancient artifacts for his collections. Rumors abound that he is backed by powerful abyssal agents who are barred from the city by an ancient Devanic Curse.

Krugal Silth                                                         AL CN    Human cleric of Hades
   Krugal is a relentless stalker of petitioners and other beings that rightly should have been claimed by the dark domain of Hades, but who have somehow escaped its grasp. He works exclusively out of Port Draemen for unknown reasons, and is famous for his periodic sermons in the region. On occasion he will receive a missive from his god, sending him out to unknown planes in search of the offending escapee from the Stygian Darkness. Krugal has been known to recruit mercenaries to aid him on his astral barge, the Death Bringer, piloted by a skeletal bone devil called Kharos, who says he’s Charon’s cousin.

Chain Lord Andressa Nytu                           AL LE female Kyton fighter 12
   The ruthless and powerful chain lord is the dark mistress and protector of Port Draemen, latest in a long line of appointees given the position by popular vote. The story goes that Andressa Nytu received her commission a century ago, during an attempted invasion by the Chaos Hordes of the demon god Lloragesh. The story ends with saying that you can see the skinned and tanned hide of Lloragesh on the floor of the Council Chamber in the Chain Lord’s Palace, and that Andressa carries a phylactery with the demon god’s soul around her neck. No one disputes this story, least of all the kytons of the region, who are very long lived.

General Zanj                                                      AL LN male cambion fighter 8
   Zanj is known only by his one name, and is known also for being a mixed humand and kytonian halfbreed, but he is favored by the Chain Lord and acts as her consort. Zan is also responsible for running the all-volunteer and mercenary-focused standing army, which serves to protect the city from attacks both regional and extraplanar. He is said to have been made famous for his efforts at stopping the last Uprising of Souls on the plane of Abaddon. He is also known to be a member of the church of Osiris, and is a long time friend of Jazastar the Mirthless.

Tereneka Vile                                                   AL CE female Succubus Wizard 10
   Tereneka Vile is one of the few demons to be allowed within the walls of Port Draemen, and also one of the few who seem to be unpeturbed by the ancient devanic curse placed on the city thousands of years ago by Metatron. Tereneka runs a spy network and provides espionage services to the highest bidder, and has a strong force of tieflings and other planetouched in her service called the Burning Guard. Tereneka seems to have earned the trust of the Chain Lord, for she directly contracts out to the palace, and seems to rely on many contacts in the lower planes to aid the protection of the city. Exactly how she came to be exiled from the Abyssal realms, to find herself working for chain devils, remains unknown.
 
Skaz The Mad                                                    AL CN male kobold sorcerer 20
   Skaz wanders the streets of Port Draemen acting most of the time like a cooky old kobold who knows a few cantrips that he performs for money. Many foreigners have mistaken him for a common kobold however, and died horribly for it. Skaz is in reality the most powerful sorcerer in the city, and the Chain Lord relies on him as a sorcerous adviser at times, calling upon Skaz when it fancies her. Skaz, it is said, went mad when he was young, after he was gifted with the Vision of Cosmic Insight after he travelled to the Realms Beyond and allegedly had direct contact with the progenitor god Ea.

Fendren Lore                                                     AL LG male aasimar wizard 3 ranger 5 arcane archer 6
   Fendren is a rare example of an agent of good that has somehow found a home within Port Draemen’s walls. He travels between Draemen and Kharabys on regular business, and often engages in interplanar journeys of various unknown natures. Fendren is said to have once been a ranger and scholar in the service of Athena, but something happened and he fell out of grace with the goddess. Fendren now provides his services as a seeker, aiding those in need of a way of finding something or someone that has hidden themselves away in the infinite planes. Rumor is he is extremely good at his job.

Gelek Samursan                                               AL CG male aranea Rogue 4
   Gelek gets around, and he is another local odd fellow who is known throughout the streets of Draemen and generally regarded as a curiosity. He appears as a Halfling with tiefling traits, though his spider form is largely unknown. Gelek is not that powerful, but he represents a subterranean society of his kind that dwell beneath the city, and he is especially good at keeping up on the gossip and goings-on in Draemen.

Skaeldron. alias Mournweaver                 AL CE Adult Umbral Dragon
   Skaeldron is a true wolf in sheep’s clothing, masquerading in a polymorphed form as an older hunch-backed tiefling man who goes by his proper name, acting as a local seer and engaging in palmistry in various local taverns. He is seen as yet another of the many eccentrics in the city. Deep beneath the city, in the catacombs that stretch well in to Baranask, Skaeldron’s secret lair and slowly growing army of monsters awaits. There, as Mournweaver, he intends to drive the kytons and their allies out, and to claim the city and the ruins of Baranask for his own. What stops him right now primarily is his knowledge that the ruins are guarded by an ancient devanic curse, and he has not yet unraveled how to break it.

Thresha the Handmaiden                            AL LE Gylou (Devil’s Handmaiden)
   Thresha is a terrifying creature who is feared by all children in the city. She is real enough, dwelling in the Northern Tower, tallest pinnacle in the city which overlooks the ruins of Baranask, and the base of which serves as the only secure gateway therein. She has an unknown relation with the Chain Lord, but sought refuge in the city some fifty years ago to escape some crime in the Nine Hells. Thresha’s indiscretions are tolerated, and it is generally accepted among all kyton children that she is the city’s punishment for weak children who cry.

Yan Kor Nag                                                       AL NE Human male wizard 5 Cleric of Eragoth 10
   Yan Kor Nag is a mysterious fellow, and dwells in the Eastern Tower of the city, highest pinnacle to the eastern edge of the Great Ruins. He is said to have been here since before the Kyton migration, and to have tolerated them in exchange for services they offered as guards and agents. Yan Kor Nag is the only cleric of the enigmatic Eragoth, whom some say is one of the destructive Star Gods.

Bilious Vern                                                       AL LE Immolation Devil
   Bilious Vern is known for his propensity for drink and vomiting. He is one of the legendary immolation devils, even more terrifying than a pit fiend some day, and yet he is a nothing, a no-one who has lived for as long as any can remember as a drunken lout who barely seems to remember his own name. Some claim he was stripped of most of his mental faculties by an aggressive enemy, left a bumbling idiot for the most part, but no one really knows his curious story.

Mister Quareg                                                  AL CN Shoggoth
   Quareg is a strange sort of “man” who works with a small group of skum along the waterfront. He manages a curio shop, and is known for his proud display of ancient and often very disturbing religious iconography. He is abreast of all the latest manifestations of the Star Gods throughout the prime material planes, and regards himself as somewhat of an authority on planar eschatology.

Skarzbana, keeper of the Strangling Vine Inn
   Skarzbana is the well-known innkeep of the prestigious and formerly haunted Strangling Vine Inn, built around an ancient Strangling Vine tree, which itself is said to have been in Draemen for a thousand years. Skarzbana is a sucker for hard-luck cases and always helping down and out adventurers who arrive in Draemen get on their feet.
AL: LN    Race: tiefling                                        Class: expert 3                      Deity: Isis
App: female tiefling, blonde hair in a bun, thick horns and a long tail, a very large, robust woman
Init:        +0           AC 12 (Tch 10 FF 12)           FT +1 RF +1 WL +3               HP 15                    
DR none; Immune none; SR none   Senses: Darkvision 60 feet                 Armor: Leather Apron (+2)
Speed 30 ft.          Melee Broom (as a staff) +1 (1D6-1)                Space 5 ft; Reach 5 ft.
Special Attacks Silvered Dagger +1 magical +2 (1D4 damage)
STR 8 (-1); DEX 10(+0); CON 9(-1); INT 11(0); WS 13(+1); CH 12(+1)       Base Atk +2; CMB +1; CMD 11
Feats toughness, skill focus (cooking)
Skills Appraisal +6, Craft (cooking) +10, Diplomacy +7, Knowledge (local) +6, Perception +7, Sense Motive +7
Languages Planar Common, Abyssal                 SQ Darkness once.day (tiefling ability)                                                            
Wealth 2,504 gold pieces in hidden coffer in her room; carries 50 gold, 100 silver and 100 copper

Doctor Vigoron                                                 AL NE Flesh Golem alchemist 10
   Vigoron is a local chirurgeon who specializes in alternative means of healing and fixing wounds, as well as mechanisms for removing curses and diseases that do not use divine magic. He is a sentient golem, a rare breed, with a cunning intelligence and (some say) a hidden laboratory in the catacombs and sewers of the city where he performs diabolical experiments in his effort to create a master race of golems.

Maleus Torimaer
   Maleus is a notorious local knave who regularly is looking for the Big Ticket out of Draemen. His father was ostensibly an elf, but his mother was a cambion with kyton blood. Presently Maleus is in trouble with a local gang of rogues called the Hooded Legion, whom he owes money. He recently stumbled across a map that leads to a legendary abyssal tomb within the ruins of Baranask, and is trying to find some naive planar visitors that he can use as cannon fodder to rob the tomb to pay off his debts.
AL: NE    Race: tiefling                                        Class:      rogue 8  Deity: Loki
App: Male tiefling, dusky red skin, a persistent smirk, shaggy dark hair, short horns and tail
Init:        +4           AC 19 (Tch 14 FF 15)           FT +2 RF +10 WL +1            HP 48                    
Resist cold 5, electricity 5, fire 5      Senses: Darkvision 60 feet                 Armor: Studded Leather +2 (+5 AB)
Speed 30 ft.          Melee +2 rapier anarchic +13/+8 (1D6+3; 18-20/X2) Space 5 ft; Reach 5 ft.
Special Attacks sneak attack (add 4D6 plus 4 bleed); anarchic rapier does +2D6 to lawful beings
STR 12(+1); DEX 19(+4); CON 10(+0); INT 15(+2); WS 8(-1); CH 12(+1)   Base Atk +6/+1; CMB +10; CMD 21
Rogue Abilities Sneak Attack +4D6, Trapfinding +4, Evasion, Trap Sense +2, Improved Uncanny Dodge, Rogue Talents: bleeding attack 4, fast stealth, finesse rogue, surprise attack
Feats Agile Maneuvers, Combat Expertise (-2 att/+2 AC), Weapon Focus (rapier), Lunge (-2 att/reach)
Skills Acrobatics +15, Appraise +13, Bluff +14, Climb +12, Disable Device+15, Knowledge (local) +12, Linguistics +13, Perception +10, Sleight of Hand +15, Stealth +17
Languages Planar Common, Infernal, Abyssal, Sylvan, Terran, Ignan, Elvish, Orcish                XP: 51,000
Tiefling Racial Ability: darkness once/day at level 8 casting level
Wealth: 157 PP, 353 GP, two +1 daggers, 4 normal daggers, 2 silver daggers




Copyright 2011 by Nicholas Bergquist, all rights reserved

Thursday, September 29, 2011

Drunos and Druuna: Twin Kyton Chain Fighting Devils of Draemen

To finish off the material I worked out for Kharabys and the Astral Island of Isnathar, some stat blocks and details on various and sundry NPCs the players encountered during the course of the mini-campaign, for use with Pathfinder. This will be Part One of Three:

Drunos and Druuna
   The brother and sister Kytons are twins, chain devils in the free-service of the armed militia of Draemen, where they work as part of the privately-funded police keeping force that passes for the City Watch. The limited governance of Port Draemen is a libertarian dream (or nightmare) of independent merchants, land-owners and aggressively self-promoting free agents, and Drunos and Druuna are no exception, providing paid muscle, investigative services and general head-knocking skills to those elected devils and humanoids that sit upon the city council.
   Drunos is a dour and quiet sort, but quick to action. His sister is more hot-headed and also the voice and brains of the operations. Both are extremely proficient chain-fighters.

Drunos           
AL: LE     Race: Kyton Chain Devil      Class: Fighter 1, Outsider 8                Deity: Belphegor
App: Male Kyton, looks about 30, blue gray skin, chain intwined dreadlocks, red eyes, scar over right eye.
Init:        +9           AC 23 (Tch 15 FF 18)           FT +10 RF +11 WL +2          HP 73     Regeneration 2 (good, silver)           
DR 5/silver or good; Immune cold; SR 17             Senses: Darkvision 60 feet
Speed 30 ft.      Melee 4 chains +14/+9 (2d4+4)  Space 5 ft; Reach 5 ft. (10 ft. with chains)
Special Attacks dancing chains, unnerving gaze
STR 19 (+4); DEX 21(+5); CON 16(+3); INT 11(0); WS 10(0); CH 14(+2)   Base Atk +9; CMB +13; CMD 26
Feats Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain), Combat Reflexes (+5 aoos)
Skills Acrobatics +16, Climb +15, Craft (blacksmithing) +11, Escape Artist +16, Intimidate +13, Perception +13, Survival +4, Swim +8
Languages Common, Infernal    SQ chain armor                                                 XP: 80,000
Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the kyton’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Druuna
AL: LE     Race: Kyton Chain Devil      Class: Rogue 1, Outsider 8                 Deity: Astarte
App: Female Kyton, looks about 35, blue gray skin, chain braided hair, red eyes.
Init:        +9           AC 23 (Tch 15 FF 18)           FT +8 RF +11 WL +3            HP 73     Regeneration 2 (good, silver)           
DR 5/silver or good; Immune cold; SR 17             Senses: Darkvision 60 feet; Perception +15
Speed 30 ft.      Melee 4 chains +11 (2d4+2)       Space 5 ft; Reach 5 ft. (10 ft. with chains)
Special Attacks dancing chains, unnerving gaze
STR 15 (+2); DEX 21(+5); CON 14(+2); INT 15(+2); WS 12(+1); CH 14(+2); Base Atk +8; CMB +10; CMD 23
Feats Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain), Sneak Attack +1D6, Trapfinding
Skills Acrobatics +16, Climb +13, Craft (blacksmithing) +11, Escape Artist +16, Intimidate +13, Perception +15, Stealth +15, Sleight of Hand +9, Linguistics +6
Languages Common, Infernal, Terran     SQ chain armor                                     XP: 80,000
Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the kyton’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.