Monday, March 11, 2019

Vampire Girallon

The Pale Queen

CR 12                                                                                                             XP: 19,200
Female Veiled Isle girallon vampire barbarian 4
CE Large undead (augmented magical beast)
Init +9; Senses darkvision 60 ft., low-light vision, scent; Perception +29
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural, -1 size, +1 dodge)
HP 110 (7d10+4d12+46); fast healing 5
Fort +13, Ref +13, Will +7
DR 10/magic and silver; Immune undead traits; Resist channel resistance +4, cold 10, electricity 10 ; Weaknesses vampire weaknesses
Speed 50 ft., 50 ft.
Melee bite +17 (1d6+7), 4 claws +17 (1d4+7 plus rend), slam +17 (1d6+7 plus energy drain)
Space 10 ft., Reach 10 ft.
Special Attacks blood drain, children of the night, create spawn, dominate (DC 16), energy drain (2 levels, DC 16), rage (13 rounds), rage powers (superstition, surprise accuracy), rend (4 claws, 1d4+6)
Before Combat Statistics While Raging AC 19, touch 13, flat-footed 13 hp 109 (7d8+4d12+33) fast healing 5 Fort +13, Ref +13, Will +9 OFFENSE Melee bite +19 (1d6+9), 4 claws +19 (1d4+9 plus rend) Slam +19 (1d6+9 plus energy drain) Space 10 ft.; Reach 10 ft. Special Attacks blood drain, children of the night, create spawn, dominate (DC 16), energy drain (2 levels, DC 16), rage (13 rounds), rage powers (superstition, surprise accuracy), rend (4 claws, 1d4+8) STATISTICS Str 29, Dex 21, Con —, Int 8, Wis 14, Cha 17
Str 25, Dex 21, Con -, Int 8, Wis 14, Cha 17
Base Atk +11; CMB +19; CMD 35
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Climb +22, Perception +29, Stealth +19
  Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common
SQ change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, trap sense+1, uncanny dodge
Environment  warm forests
Organization solitary or company (5-8)
Treasure none
This four-armed, gorilla-like creature, covered with matted white fur, roars in rage as it rears up to its full, towering height.
Girallons are among the jungle's most dangerous predators.

Up from the depths

The Chastener, Sea Giant

CR 11                                                                                                             XP: 12,800
CN Large humanoid (aquatic, giant)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +22
AC 27, touch 13, flat-footed 23 (-1 size, +14 natural, +4 Dex)
HP 187 (15d10+105)
Fort +16, Ref +11, Will +11
Defensive Abilities freedom of movement, rock catching
Speed 40 ft.
Melee mwk scythe +23/+18/+13 (2d6+18/x4 plus trip) or 2 slams +22 (1d8+12)
Space 10 ft., Reach 10 ft.
Special Attacks crushing pressure, rock throwing (120 ft.)
Spell-Like Abilities (CL 15th) Constant—freedom of movement 5/day—control water
Str 34, Dex 19, Con 25, Int 18, Wis 18, Cha 16
Base Atk +11; CMB +24; CMD 38
Feats Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (scythe)
Skills Acrobatics +19, Climb +25, Craft (blacksmith) +12, Intimidate +21, Knowledge (nature) +14, Perception +22, Stealth +15, Swim +31
Languages Aquan, Common, Giant
SQ amphibious
Gear  Huge masterwork scythe
Crushing Pressure (Su) Three times per day as a standard action, a sea giant can increase the water pressure in a 10-foot radius around itself for a number of rounds equal to its Constitution bonus (5 rounds for an average sea giant). Any living creature in the area of increased pressure must succeed on a DC 24 Fortitude save each round it remains in the area or take 1d8 points of damage. The save DC is Constitution-based.

Arggh Pirate Cow

Captain Angrath, the Flame-Chained



CR 21                                                                                                             XP: 409,600
Minotaur ranger 2/fighter 12/planeswalker 3
CE Large monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +19
AC 19, touch 11, flat-footed 17 (+3 armor, +2 Dex, +5 natural, -1 size)
HP 183 (6d10+2d10+12d10+3d2+69)
Fort +17, Ref +15, Will +13
Defensive Abilities natural cunning
Speed 30 ft.
Melee +3 flaming chain +30/+25/+20/+15/+10 (2d6+13 plus 1d6 fire and trip and disarm), gore +20 (1d6+2) or gore +25 (1d6+6)
Ranged mwk composite longbow +24/+19/+14/+9/+4 (2d6+4/x3)
Space 10 ft., Reach 10 ft.
Special Attacks combat style (two-handed weapon), favored enemy (monstrous humanoids +2), powerful charge (gore, 1d6+17)
Spells Known (CL 3rd)
  3rd-Red Planeswalker, Brute Force, Red Planeswalker, Chaos Charm, Red Planeswalker, Lava Dart
During Combat In battle, Angrath wields fiery chain whips, and his body exudes extreme heat. He is driven by a feeling of restless impatience, like a caged animal awaiting its moment of freedom. This fuels his wild temper and spurs him on in an endless series of raids. Huatli considers him aggressive, rude and insulting.
Str 19, Dex 14, Con 17, Int 11, Wis 12, Cha 10
Base Atk +22; CMB +27; CMD 39
Feats Cleave, Cleave Through, Epic Weapon Focus (Chain), Epic Weapon Specialization (Chain), Finishing Cleave, Great Cleave, Greater Bull Rush, Greater Overrun, Greater Weapon Focus (Chain), Greater Weapon Specialization (Chain), Improved Vital Strike, Point-Blank Shot, Power Attack, Rapid Shot, Toughness, Vital Strike, Weapon Focus (Chain), Weapon Specialization (Chain)
Skills Acrobatics +10, Climb +14, Handle Animal +8, Heal +11, Knowledge (geography) +10, Perception +19, Survival +19, Swim +13
  Racial Modifiers +4 Perception, +4 Survival
Languages Giant
SQ track +1, wild empathy +2
Gear potion of cure moderate wounds, potion of delay poison, potion of magic fang, potion of resist energy, wand of entangle (12 charges), smokesticks (3), tanglefoot bag
Other Gear mwk studded leather, +3 flaming chain, mwk composite longbow (+6 Str) with 40 arrows, antitoxin, backpack, healer's kit, rope (50 feet), tindertwigs (10)
Walk the Planes (Su) 1/day A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list: White: Knowledge: History; Knowledge: Nobility and Royalty, Ride, Sense Motive; Blue: Disable Device Search, Swim, Use Magic Device; Black: Bluff, Hide, Knowledge: Religion, Move Silently; Red: Bluff, Intimidate, Jump Tumble; Green: Climb, Handle Animal, Heal, Knowledge: Nature
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Red Novice Boon (Reckless Rage) (Ex) You gain the ability to fly into a rage 1/day, as the Barbarian ability.
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she can spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) 2/day Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level.  Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action.
Draw Mana (Ex) By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead.
Fortify Life (Ex) By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hit points. Succeeding on the check by 10 or more grants 2d10 Temporary Hit points instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hit points instead.
Planeswalker Spells (Ex) A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes.
Captain Angrath is a minotaur planeswalker of unknown origin, trapped on the plane of Ixalan for fourteen years.
History
After he got trapped by Ixalan's Binding, Angrath found a place for himself when Captain Radcliff of the notorious Devil's Smile offered him a place in his crew. Welcomed among the other misfits and rogues of a particularly motley crew, Angrath put his physical and magical talents to good use in Captain Radcliff 's raiding and pillaging. Soon it was clear that the rest of the crew loved and respected Angrath more than their captain, and the minotaur led a quick and almost bloodless mutiny that left Radcliff hanging by a gaff hook strapped to the bowsprit. Now-Captain Angrath changed the ship's name to Devil's Chains to reflect the magic of his searing-hot chains, and the crew's notoriety increased exponentially. At first glance, he seems to care more about mayhem than about treasure. In truth, he is searching for the Immortal Sun in the hope it can free him. He recognized Huatli as a fellow planeswalker and offered her assistance in leaving the plane in exchange for help, but at first she attacked him and fled. In the race for Orazca he caught up with her again.
The unlikely pair joined together in order to find a way to reach the city. Angrath was dismissive of Huatli's intentions to serve her emperor in finding the Immortal Sun. Telling her that the highest title of the Sun Empire did not mean freedom, while comparing her to an ant that tried to climb on the top of her anthill, declaring all of their struggles over the city as petty and short-sighted over who would define truth. As they came near the city, Angrath tried to planeswalk to Kaldheim, and deduced from the length of his suspension that whatever blocked them from leaving this plane must have been near. He told Huatli that true freedom started when one realized that one was trapped. On a question where he wanted to go first, he answered that he wanted to see his daughters.
When they came near the city, they found a tomb erected later. In it, they discovered Saint Elenda, the progenitor of the vampires of the Legion of Dusk. Angrath had little care for her, instead hurrying Huatli on. When she refused, he angrily struck at her and went on alone. Huatli reacted by sending a Dinosaur to trample him in the mud. Because he had to dispose of the dinosaur, Angrath was late in joining the scramble for the Immortal Sun in Orzaca's Tower of Triumph.
After the Immortal Sun was taken, Angrath vanished, cursing Ixalan in his passing words. He then reunited, teary-eyed, with his daughters at their family's smithy.

PW for a character that has never had a card yet

Davriel Cane, Demonologist

CR 25                                                                                                             XP: 1,638,400
Male human planeswalker conjurer 10/loremaster 10/planeswalker 6
CE Medium outsider (human, planeswalker)
Init +6; Senses Perception +22
AC 29, touch 17, flat-footed 27 (+7 armor, +5 deflection, +5 natural, +2 Dex)
HP 201 (10d6+10d6+6d8+104)
Fort +16, Ref +15, Will +26
Speed 30 ft.
Melee quarterstaff +11/+7/+6/+1 (1d6+1/1d6+1)
Spell-Like Abilities (CL 10th) At will—dimensional steps (300 feet/day) 10/day—acid dart (1d6+5 acid)
Spells Known (CL 6th)
  1st (3/day)-Black Planeswalker, Ebony Charm, Black Planeswalker, Funeral Charm, Black Planeswalker, Thoughtseize, Blue Planeswalker, Cloak of Invisibility, Blue Planeswalker, Sapphire Charm
  2nd (1/day)-Black Planeswalker, Fear, Black Planeswalker, Unholy Strength, Blue Planeswalker, Counterspell
Spells Prepared (CL 20th)
  9th-Dominate Monster (DC 28), Foresight, Quickened Hold Monster (DC 24), Prismatic Wall, Summon Monster IX
  8th-Maze (2), Moment of Prescience, Summon Monster VIII (2)
  7th-Banishment (DC 24), Quickened Displacement, Mass Hold Person (DC 26), Phase Door, Plane Shift (DC 26), Spell Turning
  6th-Acid Fog, Chain Lightning (DC 23), Forceful Hand, Geas/Quest, Quickened Glitterdust, Mass Suggestion (DC 25)
  5th-Cloudkill (2; DC 24), Contact Other Plane, Sending, Teleport (2)
  4th-—Confusion (DC 23), Dimensional Anchor, Fire Shield, Greater Invisibility, Stoneskin, Summon Monster IV
  3rd-Arcane Sight, Dispel Magic (2), Fireball (DC 20), Invisibility Sphere, Protection from Energy, Stinking Cloud (DC 22)
  2nd-Acid Arrow, Detect Thoughts (DC 19), Invisibility (2), Scorching Ray, See Invisibility, Web (DC 21)
  1st-Alarm, Charm Person (DC 20), Disguise Self, Floating Disk, Magic Missile, Protection from Evil, Unseen Servant
  0th-Dancing Lights, Daze (DC 19), Detect Magic, Ray of Frost (Opposition Schools necromancy, transmutation)
Str 12, Dex 14, Con 16, Int 28, Wis 18, Cha 21
Base Atk +14; CMB +15; CMD 32
Feats Augment Summoning, Blind-Fight, Combat Casting, Craft Wondrous Item, Forge Ring, Greater Spell Focus (conjuration, enchantment), Greater Spell Penetration, Improved Initiative, Quicken Spell, Scribe Scroll, Skill Focus (Knowledge (planes)), Spell Focus (conjuration, enchantment), Spell Penetration, Toughness
Skills Diplomacy +13, Fly +18, Intimidate +23, Knowledge (arcana, dungeoneering, religion) +25, Knowledge (engineering, history, local, nature, nobility) +20, Knowledge (planes) +41, Perception +22, Sense Motive +22, Spellcraft +30, Stealth +20, Use Magic Device +21
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Ignan, Infernal, Orc, Undercommon
SQ arcane bond (staff of charming), greater lore, lore +5, secrets (applicable knowledge, lore of true stamina, secret health, secret knowledge of avoidance, secrets of inner strength), summoner’s charm (5 rounds), true lore
Gear potions of cure serious wounds (3), potion of darkvision, scroll of ethereal jaunt, scroll of mage’s lucubration, staff of charming
Other Gear amulet of natural armor +5, bracers of armor +7, cloak of resistance +5, figurine of wondrous power (ebony fly), portable hole, ring of freedom of movement, ring of protection +5, forked rods, diamond dust (worth 500 gp), 3,188 gp
Walk the Planes (Su) 1/day A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list. Black: Bluff, Hide, Knowledge: Religion, Move Silently
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she an spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) 2/day Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level. Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action.
Draw Mana (Ex) By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead.
Fortify Life (Ex) By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hitpoints. Succeeding on the check by 10 or more grants 2d10 Temporary Hitpoints instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hitpoints instead.
Baleful Shift (Ex) At 5th level, the Planeswalker may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ½ character level + spellcasting ability modifier) to resist this. Note that until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.
Mana Bond I (Ex) A planeswalker’s spellcasting is closely tied to certain environments. At 5th level, they choose a color. While in an environment of that color, a Planeswalker gains a +2 bonus to Initiative and Knowledge: The Planes rolls. While starting an encounter in that environment, a Planeswalker gains an additional Mana point. Black: Swamps, cemeteries or tombs, and caves
Easy Walking (Ex) At 6h level, the Planeswalker is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.
Planeswalker Spells (Ex) A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes.
Demonologists compel and manipulate their foes, and summon demon minions to do their dirty work.
Davriel Cane is the pseudonym of a mysterious diabolist and planeswalker living in Kessig on Innistrad.
Davriel is a domineering figure with a pencil mustache, dark slicked-back hair, a black suit, a fluffy shirt, and violet cravat. He is known as the Lord of the Manor of the small town of Verlasen, but at the nearby priory he poses as Lord Greywater. In public, he wears a charmed cloak and mask to obfuscate his features. The deep black cloak has a distinctive ghostly tattered bottom — like the frayed spirit of a haunting geist. When it moves, it leaves faint smudges in the air, obscuring his exact position. The golden mask is manufactured in a demonic shape with large dark eyes, sinuous lines, and a gruesome mouth reminiscent of a jaw with the skin removed. Davriel uses a walking cane, with a sword hidden inside.
Davriel is considered to be lazy and selfish. He is able to steal spells from the minds of other wizards and keep them available for a limited period of time. His eyes change color whenever he uses one of these spells.
Davriel's Entity
A Worldsoul Entity is hiding in Davriel's mind, promising him unlimited power if he surrenders control. It heals Davriel's wounds. It also possibly provided Davriel with his planeswalker's spark. The Entity normally wanted him to draw upon it, use it for its true purpose — as a vast reservoir to power his spells. With the Entity, he could make his stolen abilities last weeks under constant use. As it was, spells he stole from the minds of others usually faded a few hours after he first employed them. Some lasted longer, and others vanished after a few minutes, particularly if he’d been holding them for a while before their first use.
The Entity was aware that forces clashed in the Multiverse, and that the boundaries between planes trembled. It expected the conflict to find Davriel, and would have him ready and prepared, ready to rise up to claim the position that it thought to be rightfully his. For this purpose, the Entity had led the unaware Davriel to Innistrad, for it knew that another one of its kind was hiding on that plane.
After Davriel refused to absorb the power of the second Entity, his own Entity proclaimed him unworthy and threatened to find another host. It also predicted that Davriel would curse himself when that which he loved burned, he would lack the strength to stop his enemies.
Before his planeswalking days, Davriel was a young accountant working ledgers for a partnership.
Ever since stealing the Entity — pulling it from the mind of a dying man — Davriel had been able to sense its vast potential. Davriel had used the power of the Entity only once. It had been three years before his arrival on Innistrad. By that time in his life, he’d been comfortable with his powers — and with his strange ability to walk between different planes of existence. He’d spent years traveling, exploring, learning how enormous the multiverse was. He’d suffered enslavement and found vengeance. He’d become expert at dealing with demons. At long last, he decided to claim himself a throne. It had been during that struggle — a desperate, climatic clash between armies and ideologies — that he’d finally relented and drawn upon the Entity which bad resulted in the destruction of both armies.
Standing on that bloody field, Davriel had first sensed others hunting him. They’d arrived on the battlefield, drawn to the plane by his use of this power. He didn’t know who they were. Likely, they were allies of the dying man from whose mind Davriel had originally stolen the Entity. But he knew that whoever they were, they’d hunt him through eternity for this power. They’d destroy him. And so he’d fled.
Desiring to fade away into obscurity, he moved to Innistrad and settled on the Approaches as the most remote location on an already remote plane. An additional benefit was that on this plane consorting with demons was seen as only a minor oddity. Davriel arrived on Innistrad around 4559 AR, about a year before the arrival of Emrakul and the madness of the angels. He moved to the backwater of the Approaches and immediately removed the previous ruler, a vampire known as Lord Vaast of the Markov strain. Because he valued his peace and quiet, and because of the remoteness of the Approaches, the Corruption of Innistrad went by him fairly unnoticed.
Davriel was caught up in local events when the citizens of Verlasen were attacked by geists, and the girl Tacenda blamed him for orchestrating that attack. They found out that an imposter had been using a copy of his mask and mantle. The church, equally thinking he was guilty, had sent several hunters and cathars to kill him. Wanting to restore his peace and quiet, Davriel decided to help Tacenda to find the imposter and restore the souls of the villagers to their stiffened bodies.
Researching the church of the Nameless Angel, Tacenda and Davriel found out that the people inside had been able to resist the attacks by the Whisperers, until a betrayer had let the geists in. As the Whisperers were unaffected by Tacenda's song, but were stopped by the priests, Davriel reasoned that they were from the Bog. Additionally, he reasoned that the spirits that Tacenda had heard whispering were likely people from her own village. While at the church, a group of hunters and cathars from Thraben attacked the group, killing Brerig and Yledris.
During the investigation, Davriel began to suspect that Tacenda was more then she seemed. When he tried to steal her song magic, she was able to resist him. He questioned her if there was an entity, similar to his own, that talker to her. She denied, but Davriel's Entity confirmed that she carried part of the Bog Entity. Not fully alive, it couldn't speak to her, except in the crudest of ways. It also confirmed that the majority of its power was supposed to be hidden in the Bog. Davriel's Entity urged Davriel to take the second Entity to become mighty enough that none would ever dare challenge him. However, investigating the Bog they found it to be empty, and they were besieged by a host of Whisperers under control of Tacenda's twin sister Willia.
Fleeing to the Priory again, Davriel and Tacenda found the body the Nameless Angel, killed after it had been struck by Emrakul's madness. Somehow, its soul was still around and it encouraged Tacenda to use a new song. With this joyful, warm song Tacenda managed to defeat the Whisperers and absorb their souls. With help of Davriel, she also overcame and killed Willia. Willia's body released its part of the Worldsoul, and the Bog Entity was made whole inside Tacenda. At the moment that Tacenda was overcome by her power, Davriel's Entity urged him to grab the power for himself. Unwilling to become a creature that only caused death and destruction, Davriel refused to do it. Not long after, Tacenda vanished into nothing.
Davriel's demonic retinue
Davriel has signed several contracts with demons. The serve him until they will be able to reap his soul, which he tries to prevent by including clauses in the contracts that he never plans to fulfill.
Voluptara (a.k.a. Miss Highwater). Known as one of the most dangerous and wily of demons of the Nexrix Flame Expanse, now working for Davriel as his accountant. She wears a fitted grey jacket over a simple knee-length skirt, and her black hair in a bun. She has an ashen grey skin and dark red eyes, with small horns peeking up through her hair.
Crunchgnar. A tall, muscular, wingless and hairless Hartmurt demon. He had inhuman features and horns that swept back along his head almost like a mane. Quick to heal and a skilled combatant, he wore warrior’s leathers and a pair of wicked swords strapped to his waist.
Brerig. A hunched demon with a twisted figure, and features that vaguely resembled a hairless dog’s snout. He had black wings jutting out of its back, though they were gnarled and withered.
Gutmorn and Yledris A brother and sister pair of lightly armored Nightreach demons, with skeletal features, long, goatlike legs and enormous wings. The two claimed to be brother and sister, because they were created on the same day
On Davriel's spark
It is unclear whether Davriel had the spark of his own. It is possible that his planewalking powers are granted by the Entity.

Another Freaking Eyepatch?

Freyalise, Llanowar's Fury
CR 18                                                                                                             XP: 153,600
Female elf, planeswalker druid 13/ranger 5/planeswalker 2
N Medium outsider (elf, planeswalker)
Init +7; Senses low-light vision; Perception +31
AC 16, touch 14, flat-footed 13 (+2 armor, +1 deflection, +3 Dex)
HP 134 (13d8+5d10+2d8+39)
Fort +10, Ref +12, Will +16
Defensive Abilities resist nature's lure; Immune poison
Speed 30 ft.
Melee +3 flaming club +22/+17/+12/+7 (1d6+6 plus 1d6 fire)
Ranged +5 icy burst thundering composite shortbow +24/+19/+14/+9 (1d6+8/x3 plus 1d6 cold)
Space 5 ft., Reach 5 ft.
Spells Known (CL 2nd)
  1st (2/day)-Green Planeswalker, Keen Sense, Green Planeswalker, Magnify
Druid Spells Prepared (CL 13th)
  7th-Creeping Doom (DC 21)
  6th-Antilife Shell, Silent Call Lightning Storm (DC 19)
  5th-Animal Growth, Cure Critical Wounds, Insect Plague
  4th-Air Walk, Flame Strike (DC 18), Freedom of Movement, Ice Storm, Spike Stones (DC 18)
  3rd-Call Lightning (DC 17), Quench (DC 17), Speak With Plants, Spike Growth (DC 17), Water Breathing
  2nd-Barkskin, Heat Metal (DC 16), Hold Animal (DC 16), Owl's Wisdom, Summon Swarm, Tree Shape
  1st-Calm Animals (DC 15), Cure Light Wounds, Entangle, Faerie Fire, Obscuring Mist
  0th-Create Water, Detect Poison, Flare (DC 14), Stabilize
Ranger Spells Prepared (CL 2nd)
  1st-Aspect of the Falcon
Str 16, Dex 16, Con 16, Int 14, Wis 18, Cha 15
Base Atk +16; CMB +19; CMD 32
Feats Aspect of the Beast (night senses), Brew Potion, Combat Casting, Endurance, Far Shot, Improved Initiative, Natural Spell, Point-Blank Shot, Silent Spell, Spell Penetration, Toughness
Skills Climb +19, Fly +17, Handle Animal +25, Heal +25, Knowledge (geography) +24, Knowledge (nature) +27, Perception +31, Survival +29, Swim +19
Languages Common, Aquan, Druidic, Sylvan
SQ a thousand faces, nature bond (animal companion); nature sense, trackless step, wild empathy (+15), wild shape (5/day, beast shape III, elemental body IV, plant shape III), woodland stride
Gear staff of control weather (10 charges; casts control weather for 1 charge), scroll of greater dispel magic (CL 13th)
Other Gear leather armor, +5 icy burst thundering composite shortbow, +3 flaming club, ring of protection +1, ring of regeneration, cube of force, holy symbol, spell component pouch
Favored Enemy (human, orc) (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Favored Terrain (Ex) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Hunter's Bond (Ex) At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.
Combat Style Options (Archery) (Ex) The character can choose from the following list whenever he gains a combat style feat: Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot: At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list; At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
Walk the Planes (Su) 1/day A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list: Green: Climb, Handle Animal, Heal, Knowledge: Nature
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Green Novice Boon (Gift of the Woods) (Ex) You gain a +1 bonus on Fortitude saves for each Green boon you have, including this one.
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she can spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) 2/day Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level.  Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action.
Draw Mana (Ex) By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead.
Fortify Life (Ex) By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hit points. Succeeding on the check by 10 or more grants 2d10 Temporary Hit points instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hit points instead.
Planeswalker Spells (Ex) A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes.
Freyalise was a half-elven planeswalker from Dominaria. Freyalise was a fire mage from Storgard and Zilgeth's successor to lead Clan Ruby. She and Jason Carthalion were childhood friends, but when Oriel Kjeldos suggested leaving Storgard, King Miko (under the influence of Tevesh Szat) ordered that they duel. Jason's green magic dealt her a fatal blow, and she had it’s power in mind when she ascended, thus favoring green as a planeswalker. Her ascension drove her nearly mad, but she was helped by Jodah, the powerful but mortal Archmage Eternal. As a planeswalker, Freyalise wore an eye-patch, short brown hair, and preferred to float just above the ground rather than actually stand on it.
Ice Age
Afterwards, she helped the elves of Fyndhorn and Llanowar survive the Ice Age and as a result became worshipped as a goddess by them. She studied the Shard in search of a way to free the worlds within and hoped to find the answers during Faralyn's Summit of the Null Moon. She was tricked, however, since Faralyn wanted to use the energy of a planeswalker's death to escape the Shard. She fought Szat on Azoria and was left for dead after destroying all the islands of the plane.
After this, with the help of Kristina of the Woods, Kaysa, Sir Zaraya, Jodah's mirror and the Ice Cauldron, she cast the World Spell to end the Ice Age. She also armed and instructed Jaeuhl Carthalion on his quest to expel Szat from Dominaria. After she completed the World Spell, she installed the enchantment on Jodah's mirror that would cause Jaya Ballard's ascension twenty years later.
Shandalar
Freyalise left Dominaria after the Ice Age, 'walking to the rogue plane she had used to break the Shard of the Twelve Worlds with her World Spell.
Invasion
Freyalise returned to defend Dominaria against the Phyrexian Invasion as one of Urza's Nine Titans. She fought at the battle of Koilos, then transported Eladamri and the Steel Leaf elves to Keld, where the Skyshroud Forest had appeared following the Rathi Overlay. At Eladamri's request, Freyalise cast a spell to protect the forest from the cold of the region before leaving to rejoin the Nine Titans for their invasion of Phyrexia. Of the Nine, only Freyalise, Commodore Guff, Bo Levar, and Lord Windgrace were able to activate the soul bombs they had planted throughout Phyrexia in order to gut the plane. However, they returned to Dominaria only to find that Yawgmoth himself had crossed over to the plane. Powerless against the Lord of the Wastes, Freyalise returned to Skyshroud and sent an avatar of herself to Llanowar to stand with her elven followers as Yawgmoth descended.
However, Freyalise, along with all of Dominaria, was saved by the activation of the Legacy Weapon, which seemingly destroyed Yawgmoth. As a result, Freyalise and Lord Windgrace were the only two members of the Nine Titans to survive the war. After the Invasion she erected the Martyrs' Tomb and officiated its dedication.
Time Spiral
Freyalise resumed her xenophobic stance as she strove to protect Skyshroud from the new threats to the mana-distraught plane of Dominaria. Recent attacks from Gathan warriors and slivers resulted in Skyshroud's continued militant stance to outsiders. She refused to listen to Teferi about the threat of the time rifts. However, Skyshroud was later invaded by Phyrexians from an alternate reality. Freyalise took control of the local slivers, who were obedient to the strongest leader. This title was soon usurped by Weaver King, who transported himself to Skyshroud through Venser. In the end, an exhausted Freyalise had a moment of enlightenment, suddenly understanding Teferi's sacrifice and realizing her own somewhat flawed and selfish stance. In an attempt to at least save what could be saved, she attempted to seal the time rift above Skyshroud, brought on by its overlay. She called back the power that she used to protect the forest from its surroundings since the overlay and pulled it into herself. In a huge blast of green and red mana, Freyalise sacrificed herself and Skyshroud to seal the rift.

Vivien

Vivien Reid of the Arkbow


CR 16                                                                                                             XP: 76800
Female human planeswalker ranger 9/sorcerer 1/arcane archer 7/planeswalker 3
N Medium outsider (human, planeswalker)
Init +11; Senses Perception +26
AC 28, touch 19, flat-footed 21 (+6 armor, +1 deflection, +7 Dex, +1 dodge, +1 insight, +3 natural)
HP 188 (9d10+1d6+7d10+3d8+83)
Fort +18, Ref +19, Will +16
Defensive Abilities evasion
Speed 30 ft.
Melee +1 short sword +21/+16/+11/+6 (1d6+3/19-20)
Ranged +2 flaming shock shortbow +28/+23/+18/+13 (1d6+2/x3 plus 1d6 fire and 1d6 electricity)
Space 5 ft., Reach 5 ft.
Special Attacks enhance arrows (distance, elemental, elemental burst, magic), favored enemy (humans +2, undead +4), imbue arrow, phase arrow (1/day), seeker arrow (2/day)
Bloodline Spell-Like Abilities (CL 6th; concentration +8)
   5/day-Touch of Destiny
Sorcerer Spells Known (CL 6th)
  3rd (3/day)-Slow (DC 15)
  2nd (6/day)-False Life, Mirror Image
  1st (7/day)-Burning Hands (DC 13), Detect Undead, Silent Image (DC 13), True Strike
  0th-Acid Splash, Disrupt Undead, Light, Mage Hand, Message, Open/Close, Resistance
  1st (1/day)-Green Planeswalker, Fog, Green Planeswalker, Healing Leaves, Green Planeswalker, Emerald Charm
Ranger Spells Prepared (CL 6th; concentration +8)
  2nd-Barkskin, Snare
  1st-Alarm, Entangle, Resist Energy
Bloodline: destined
Str 14, Dex 24, Con 18, Int 12, Wis 18, Cha 18
Base Atk +18; CMB +20; CMD 40
Feats Deadly Aim, Dodge, Endurance, Eschew Materials, Great Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike, Weapon Focus (shortbow)
Skills Climb +14, Heal +17, Intimidate +14, Knowledge (religion) +11, Perception +26, Stealth +19, Survival +17, Swim +14
Languages Common
SQ bloodline arcana (gains a luck bonus on saves when casting personal-range spells), evasion, favored terrain (forest +2, underground +4), hunter's bond (companions), swift tracker, track +4, wild empathy +11, woodland stride
Gear +1 ghost touch arrows (10), +1 undead-bane arrows (10), potion of cure moderate wounds, potion of cure serious wounds, potion of lesser restoration, potion of remove disease, scrolls of greater invisibility (2), scrolls of invisibility (2), wand of fly (10 charges), wand of shield (20 charges), holy water (10)
Other Gear +2 chain shirt, +2 flaming shock shortbow with 20 arrows, +1 short sword, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +2, dusky rose prism ioun stone, efficient quiver, ring of feather fall, ring of protection +1, 238 gp
Walk the Planes (Su) 1/day A Planeswalker’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the planeswalker and anyone who traveled with them is dazed for five rounds following the shift and fatigued for the rest of the day. He gains additional uses of this ability again at 5th level and again every 5 levels thereafter.
Color Skills (Ex) A Planeswalker’s allegiance to a color of magic grants them access to a few additional class skills. They must select a color at first level; this choice need not influence their later choices for spells or boons. Once made, the selection is permanent. All the skills listed below are immediately added to the Planeswalker's class skill list. Green: Climb, Handle Animal, Heal, Knowledge: Nature
Minor Arcana (Ex) A planeswalker is innately skilled at magic, even if their true talents lie in hunting or jousting. A planeswalker may use any Cantrip or Orison in any combination a number of times per day equal to 3 + their spellcasting modifier.
Mana Pool (Ex) In addition to the ability to walk the planes, a planeswalker has a unique ability to pull energy from the magical leylines of a world in order to fuel their magic. Starting at 2nd level, a Planeswalker generates 1 Mana Point at the start of an encounter and on every 5th round of an encounter. This mana is stored in a Pool, which empties at the end of the encounter. A Planeswalker may spend mana to pay for a spell, in lieu of using spell slots. Each mana point spend reduces the level of spell slot required to cast the spell by 1, minimum 0. For instance, a planeswalker may spend 1 Mana point to cast a 1st level spell, without expending a spell slot. A Planeswalker may use this mana to partially pay for a spell. For example, Chandra Nalaar, an 8th level Planeswalker, wishes to cast Fireball, a 3rd level spell. It is the 5th round of combat, and she has 2 mana points available. Rather than use one of her 3rd level spell slots, she an spend two mana points and a 1st level spell slot to cast Fireball. Fireball is still treated as a 3rd level spell for determining its save DC. In a similar way, a Planeswalker may use mana points to pay for Metamagic costs to their spells, assuming they have the metamagic feat in question.
Planeswalker's Will (Ex) Starting at 3rd level, a Planeswalker can focus their will and their understanding of planar leylines to a variety of effects twice per day. They gain additional uses per day at 9th and 15th level. At 3rd level they unlock two different abilities for their Planeswalker's Will, with additional abilities obtained at 8th and 18th level. Using Planeswalker's Will requires a Knowledge: The Planes check. The DC is 15. By beating the DC by 10 or more or 20 or more, the benefit is usually increased. Activating Planeswalker's Will is a move action.
Draw Mana (Ex) By succeeding on your check, you draw additional mana from nearby leylines and add it to your mana pool in the form of 1 mana point. Succeeding on the check by 10 or more adds 2 mana points instead. Succeeding by 20 or more adds 3 mana points instead.
Fortify Life (Ex) By succeeding on the check, you weave a shield of life energy from the raw mana nearby, gaining 1d10 Temporary Hitpoints. Succeeding on the check by 10 or more grants 2d10 Temporary Hitpoints instead. Succeeding on the check by 20 or more grants 2d10+10 Temporary Hitpoints instead.
Planeswalker Spells (Sp) A Planeswalker casts arcane spells which are drawn from the Planeswalker spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). At 1st level, a planeswalker chooses Intelligence, Wisdom, or Charisma; this governs the power of all of his spellcasting and spell-like abilities and is a permanent choice. To learn or cast a spell, a Planeswalker must have a score equal to at least 10 + the spell level in their primary spellcasting ability. The Difficulty Class for a saving throw against a planeswalker’s spell is 10 + the spell level + the planeswalker’s spellcasting ability modifier. Like other spellcasters, a planeswalker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Planeswalker. In addition, he receives bonus spells per day if he has a high score in his primary spellcasting ability. A Planeswalker's list of spells known is fairly limited. They begin play knowing only a single 1st level spell. A planeswalker's spell list is split into the colors of magic. In order to learn a higher level spell of one color, she must know at least two spells of the preceding level. For example, to learn "Cure Serious Wounds", a planeswalker would need to know two 1st level White spells and two 2nd level White spells. Note that the Colors of Magic have certain areas of other spellcasting classes that they have access too (see below). If a spell appears for more than one color, the player must choose which color that spell is representing when they learn it. For example, Disguise Self is considered to be a Blue, Black, and Red spell. If a Planeswalker learns it, they must also declare which color it is; it does not count as all three colors for prerequisite purposes
Vivien Reid, named the Queen of Ghosts on Ixalan, is a green aligned shamanic human planeswalker.
She was born on Skalla, a plane destroyed by Nicol Bolas. Raised for the hunt, Vivien is tall with medium-dark skin and muscled. Her dark hair is usually held back in a pragmatic ponytail. She has a martial demeanor and a cold sated intensity.
Vivien is able to call forth spirit creatures with her Arkbow, by firing arrows at her foes. She is also able to enlarge living animals to enormous sizes. Her mission is to destroy the cancer of civilization and restore the natural order to the Multiverse.
Vivien's homeworld was deeply divided between the forest dwellers and an advanced civilization that encircled the dwindling woodlands. She belonged to the Smaragdi, a tribe of rangers and druids, sworn to protect the forest. But civilization was constantly encroaching, and the Smaragdi were fighting a losing battle against the soldiers of progress.
Nicol Bolas took an interest in the Nura, an advanced civilization that encircled the dwindling woodlands. After plundering them for their secrets, Bolas decided the plane was of no more use to him and began to destroy it. In desperation, the Nura fled to the forest, but by then, there was no safe place to hide. Sensing that their doom was imminent, the Nura and Smaragdi combined their collective magic into a unique artifact, the Arkbow, which contained an invocation of every creature that had ever lived on Skalla. Their plan was to use the Arkbow as a last stand against Nicol Bolas, but as the forest erupted into flames and the battle was lost, Vivien's spark ignited, planeswalking her and the Arkbow to safety.
Travelling the planes
In her early days as a Planeswalker, Vivien struggled to understand the Arkbow, which seemed to have a life of its own. At first, the creatures called through the bow were weakly incorporeal – ferocious but dim, ghostly versions of themselves. But as Vivien traveled to new planes, encountered new creatures, and added them to her menagerie, the Arkbow grew in power. Soon she could call the magical spirit forms of creatures from myriad planes, beasts greater than anything that had ever lived on Skalla.
On Ixalan
Attracted by the fame of all the animals in the Royal Menagerie of Luneau, Vivien visited Ixalan. To her disappointment, she found the animals to be malnourished and regularly tortured. After the Baron of Vernot hurt a monstrosaur for entertainment of the Perfumed Court, Vivien couldn't resist her revulsion and intervened by firing spirit animals at the court. This resulted in her capture by the Baron. The Baron tortured her to find out the secret of the Arkbow. Although he didn't succeed in this, he did discover Vivien's planeswalker nature. Managing to escape, Vivien killed the Baron by firing the spirit of the monstrosaur at him. After this she unleashed all the living animals of the Menagerie and magically enlarging them, effectively destroying Luneau and killing or driving off all its citizens.