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CHAPTER 1 Burnt Offerings PART III Glass and Wrath

GOBLIN
Goblin warrior 1 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Identify DC 6 Knowledge (Local)
Init +6; Senses darkvision 60 ft.; Perception –1
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
OFFENSE
Speed 30 ft.
Melee dogslicer +2 (1d4/19–20) or tongs of molten glass -2 touch (1d4 fire)
Ranged hurled glassware -1 (1d3)
STATISTICS
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4
Languages Goblin
ECOLOGY
Treasure small leather armor (10 gp, 7.5 lbs), small light wooden shield (3 gp, 2.5 lbs), dogslicer (8 gp, 1 lb),
10 gp
Description Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in
structures built and then abandoned by others. Very few goblins have the drive to build structures of their own.
Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find
treasures among the refuse of more civilized races.
Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against
goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of
goblin dogs).
Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of
ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire
is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to
wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this
belief, goblins are universally illiterate.
Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have
numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—
except, perhaps, vegetables.
TSUTO KAIJITSU
Male half-elf monk 2/rogue 2
LE Medium humanoid (elf, human)
Identify DC 15 Knowledge (Local)
Init +7; Senses low-light vision; Perception +11
DEFENSE
AC 17, touch 17, flat-footed 13 (+1 deflection, +3 Dex, +1 dodge, +2 Wis)
hp 31 (4d8+10)
Fort +4, Ref +9, Will +5; +2 vs enchantments
Defensive Ability evasion
OFFENSE
Speed 30 ft.
Melee unarmed strike +5 (1d6+1) or flurry of blows +4/+4 (1d6+1)
Ranged composite shortbow +5 (1d6+1/x3)
Special Attacks flurry of blows, sneak attack +1d6, stunning fist (2/day, DC 14)
STATISTICS
Str 12, Dex 16, Con 12, Int 13, Wis 14, Cha 8
Base Atk +2; CMB +3; CMD 20
Feats Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Skill Focus (Bluff), Stunning Fist,
Toughness, Weapon Finesse
Skills Acrobatics +10, Bluff +9, Diplomacy +6, Disable Device +10, Disguise +6, Intimidate +10, Perception +11,
Perform (wind) +4
Languages Common, Elven, Goblin
SQ rogue talents (finesse rogue), trapfinding +1, elf blood
Deflect Arrows (Combat) You can knock arrows and other projectiles off course, preventing them from hitting
you. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so
that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a
ranged attack doesn't count as an action.
Stunning Fist (Combat) You know just where to strike to temporarily stun a foe. You must declare that you are
using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a
foe damaged by your unarmed attack to make a Fortitude saving throw in addition to dealing damage normally. A
defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character
drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.
Combat Gear potion of cure light wounds (50 gp)
Treasure composite shortbow (+1 draw) (150 gp, 2 lbs), 20 arrows (1 gp, 3 lbs), ring of protection +1 (2000 gp),
masterwork thieves' tools (100 gp, 2 lbs), masterwork flute (100 gp, 3 lbs), silver earrings (25 gp for the pair),
journal, 6 pouches of gold dust (50 gp each), 8 pouches of silver dust (5 gp each), 10 pp
CHAPTER 1 Burnt Offerings PART III Glass and Wrath – Against the Goblins (CR 3) pg 31-32
Goblins (8)
Tactics The goblins are still riding the high from killing the staff, and react to the PCs' arrival with excitement.
Most of them fight with dogslicers, but one or two goblins attack PCs using tongs dripping with molten glass.
Morale Once at least five are dead, one of the surviving goblins recognizes the PCs as the heroes of Sandpoint,
drops his weapon, and shrieks out (in Goblin), “Wait! It's those longshanks what stopped the raid! Run for your
lives!” The remaining goblins panic and flee for the basement, seeking to regroup below with Tsuto. Once at his
side, the goblins fight until he is defeated, at which point any surviving goblins flee down the smuggler's tunnel or
cower and beg for mercy.
Notes Broken Glass – treat squares as caltrops; Feeding the Furnace – if goblin can trip PC, three goblins pile on
and attempt to carry him to the furnace; Hot Glass Tongs & Thrown Glass

Tsuto Kaijitsu
Tactics Tsuto's main advantage in battle is his mobility. He uses Acrobatics to move around the battlefield and
flanks foes with his goblins as he can. When facing spellcasters, he uses stunning fist to keep them occupied.
Morale If brought below 8 hit points, or if all of his goblins are slain, Tsuto runs for his life down the smuggler's
tunnel, abandoning all thought of returning to Nualia with his sister in tow and fleeing back to Thistletop.

| Goblin – 11 hp | Goblin – 11 hp | Goblin – 11 hp | Goblin – 11 hp | Goblin – 11 hp | Goblin – 11 hp |


| Goblin – 11 hp | Goblin – 11 hp | Tsuto Kaijitsu – 42 hp |
CALTROPS
A caltrop is a four-pronged metal spike crafted so that one prong always faces up no matter how the caltrop comes
to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow
down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an
area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the
creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is
wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on
a caltrop. The caltrop deals 1 point of damage, and the creature's speed is reduced by half because its foot is
wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal
check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop
if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with
no trouble. Caltrops may not work against unusual opponents.
SINSPAWN
NE Medium aberration
Identify DC 12 Knowledge (Dungeoneering)
Init +5; Senses darkvision 60 ft., sin-scent; Perception +7
DEFENSE
AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +4
Immune mind-affecting effects; SR 13
OFFENSE
Speed 40 ft.
Melee ranseur +3 (2d4+1/×3), bite –2 (1d6 plus sinful bite) or bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1)
STATISTICS
Str 13, Dex 13, Con 14, Int 10, Wis 13, Cha 12
Base Atk +2; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Intimidate +7, Perception +7, Stealth +7, Survival +7
Languages Aklo
SQ martial proficiency
ECOLOGY
Treasure ranseur (10 gp, 12 lbs), 91 gp
SPECIAL ABILITIES
Martial Proficiency (Ex) Sinspawn are proficient in all simple and martial weapons, armor, and shields (except
tower shields).
Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example,
wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular
sinspawn can scent. Wrath.
Sinful Bite (Su) A creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Will save negates).
These emotions are so powerful that the target becomes sickened for 1d6 minutes. An affected target that is bitten a
second time is staggered for 1 round if it fails its saving throw. Calm emotions, remove curse, or break enchantment
negates the effects of sinful bite. The save DC is Charisma-based. This is a mind-affecting effect.
Description Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their
armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm
imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin.
CHAPTER 1 Burnt Offerings PART III Glass and Wrath – B1 Guard Cave (CR 2) pg 33-34
Sinspawn
Tactics Attacks nearest PC
Morale Fights to the death

| Sinspawn – 30 hp |

CHAPTER 1 Burnt Offerings PART III Glass and Wrath – B6 Ancient Prison (CR 6) pg 34
Sinspawn (2)
Tactics Attacks nearest PC, flanks when possible for +2 attack bonus
Morale Fights to the death

| Sinspawn – 30 hp | Sinspawn – 30 hp |
VARGOUILLE
NE Small outsider (evil, extraplanar)
Identify DC 13 Knowledge (Planes)
Init +1; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 15, touch 12, flat-footed 14; (+1 Dex, +3 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +4, Will +2
OFFENSE
Speed fly 30 ft. (good)
Melee bite +5 (1d4 plus poison)
Special Attacks kiss, poison, shriek
STATISTICS
Str 10, Dex 13, Con 13, Int 5, Wis 12, Cha 8
Base Atk +3; CMB +2; CMD 13
Feats Skill Focus (Stealth), Weapon Finesse
Skills Fly +13, Intimidate +5, Perception +7, Stealth +8
Languages Infernal
ECOLOGY
Treasure none
SPECIAL ABILITIES
Kiss (Su) A vargouille can kiss a helpless target by making a successful melee touch attack (this provokes attacks
of opportunity). A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that
changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of
the transformation). First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours
thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long,
pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point
per hour (to a minimum of 3). The transformation is complete 1d6 hours thereafter, when the victim's head breaks
free of the body (which promptly dies) and becomes a vargouille. This transformation's progress is paused by
sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a
similar effect. The transformation is a disease effect. The save DC is Constitution-based and includes a +4 racial
bonus.
Poison (Su) Bite—injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with
magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based.
Shriek (Su) Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except
other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be
paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that
successfully saves cannot be affected again by the same vargouille's shriek for 24 hours. The save DC is
Constitution-based.
Description A vargouille is larger than a human head, typically between 12 and 20 inches high with a 15- to 35-
inch wing span. Vargouilles are not natives of the Material Plane but can often be found there nevertheless,
occupying graveyards, ancient battlefields, or anywhere one can find remnants of death and decay. These hideous
monsters come from the fiendish outer planes, where they flop and flap through strange and haunted skies in
constant search of fresh souls to torment. In these nightmare realms, vargouilles play a role similar to that of a
raven or vulture, although they augment these roles with a malevolent delight in causing pain and anguish that no
scavenger bird could ever hope to match.
Vargouilles attack by swooping in on their opponents, shrieking them into paralysis, and then biting them with
rows of razor-sharp teeth. When multiple vargouilles take up a common cause and fight as allies, they overwhelm
their victim with bites and shrieks, tearing it to shreds.
A vargouille's low power and hideous method of reproduction make for a dangerous combination. Vargouilles are
relatively easy to summon to the Material Plane, and once here, they can swiftly reproduce, creating more and more
of their hideous kind from those who fall victim to their kiss. Vargouilles created on the Material Plane in this
manner are still extraplanar creatures, and as such can be banished with the right magic.

CHAPTER 1 Burnt Offerings PART III Glass and Wrath – B4 Washing Pool (CR 2) pg 34
Vargouille
Tactics Leads with Shriek, attempts to Kiss a helpless target if all threats are helpless, otherwise attacks the nearest
non-helpless PC
Morale Fights to the death

| Vargouille – 33 hp |
KORUVUS
Variant male goblin fighter 2
CE Medium humanoid (goblinoid)
Identify DC 17 Knowledge (Local)
Init +2; Senses darkvision 60 ft.; Perception -1
DEFENSE
AC 16, touch 12, flat-footed 14; (+2 Dex, +4 natural)
hp 26 (2d10+11)
Fort +8, Ref +2, Will -1; +1 vs. fear
Defensive Abilities bravery +1, Immune acid, mind-affecting effects, paralysis, poison
OFFENSE
Speed 30 ft.
Melee +1 longsword +4 (1d8+4/19-20), silver dagger +3 (1d4+1/19-20), mwk handaxe +3 (1d6+1/x3)
Special Attacks breath weapon
STATISTICS
Str 17, Dex 15, Con 16, Int 3, Wis 8, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Great Fortitude, Toughness, Two-Weapon Fighting
Skills Intimidate +5, Ride +6, Stealth +6
Languages Goblin
ECOLOGY
Treasure +1 longsword (2,315 gp, 4 lbs), silver dagger (22 gp, 1 lb), masterwork handaxe (306 gp, 3 lbs)
SPECIAL ABILITIES
Breath Weapon (Su) Once every 1d4 rounds, Koruvus can spew a 20-foot-long line of foul-smelling and acidic
blood from his mouth. Any creatures in this area take 2d4 points of acid damage (Reflex DC 13 half). A creature
that takes damage from the acid must also make a DC 13 Fortitude save or be nauseated for 1 round. The save Dcs
are Constitution-based.

HUMAN ZOMBIE
NE Medium undead
Identify DC 7 Knowledge (Religion)
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
OFFENSE
Speed 30 ft.
Melee slam +4 (1d6+4)
STATISTICS
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Special Qualities staggered
ECOLOGY
Treasure none
Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate
dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits,
allowing them to spread disease or move with increased speed.
Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend
to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard
for their own safety.

CHAPTER 1 Burnt Offerings PART III Glass and Wrath – B9 Prisoner Pits (CR 4) pg 35-36
Koruvus
Tactics Koruvus takes his duty as guardian of this chamber seriously, and immediately attacks anyone who enters
the room. He uses his breath weapon on the first round of combat, then moves in to engage the largest, most
dangerous looking foe with his weapons.
Morale Koruvus fights to the death, and pursues foes all the way to the Glassworks or the catacombs' exit if
necessary before returning here.

| Koruvus – 31 hp | Zombies (11) – 19 hp |


ERYLIUM
Female quasit witch 3 (Pathfinder RPG Bestiary 66, Advanced Player's Guide 65)
CE Tiny Outsider (chaotic, demon, evil, extraplanar)
Identify DC 21 Knowledge (Planes)
Init +4; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 19, touch 17, flat-footed 14; (+2 Dex, +1 dodge, +2 natural, +2 size)
hp 35 (6 HD; 3d10+3d6+9); fast healing 2
Fort +3, Ref +8, Will +6
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +10 (1d4-1), 2 claws +10 (1d3-1 plus poison)
Ranged +1 cold iron returning dagger +11 (1d2/19-20)
Space 2 ½ ft.; Reach o ft.
Special Attacks hexes DC 13 (slumber [3 rounds], tongues [understand only, 3 minutes])
Spell-Like Abilities (CL 6th; concentration +7)
At will – detect good, detect magic, invisibility (self only)
1/day – cause fear (DC 12, 30-foot radius)
1/week – commune (6 questions)
Witch Spells Prepared (CL 3rd; concentration +5)
2nd – hold person (DC 14), summon monster II
1st – command (DC 13), ray of enfeeblement (DC 13), summon monster I
0 (at will) – bleed (DC 12), dancing lights, daze (DC 12), touch of fatigue (DC 12)
Patron Shadow
STATISTICS
Str 8 Dex 18, Con 13, Int 15, Wis 10, Cha 13
Base Atk +4; CMB +6; CMD 16
Feats Combat Casting, Dodge, Weapon Finesse
Skills Bluff +10, Fly +12, Intimidate +10, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +9,
Spellcraft +11, Stealth +21
Languages Abyssal, Thassilonian, telepathy (touch), tongues
SQ change shape (Small centipede or raven; polymorph), witch's familiar (Diminutive-sized wren named Orm)
ECOLOGY
Treasure +1 cold iron returning dagger (10,302 gp, 1 lb), tiara (50 gp), black silk gown (25 gp), obsidian unholy
symbol of Lamashtu (10 gp)
SINSPAWN
NE Medium aberration
Identify DC 12 Knowledge (Dungeoneering)
Init +5; Senses darkvision 60 ft., sin-scent; Perception +7
DEFENSE
AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +4
Immune mind-affecting effects; SR 13
OFFENSE
Speed 40 ft.
Melee ranseur +3 (2d4+1/×3), bite –2 (1d6 plus sinful bite) or bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1)
STATISTICS
Str 13, Dex 13, Con 14, Int 10, Wis 13, Cha 12
Base Atk +2; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Intimidate +7, Perception +7, Stealth +7, Survival +7
Languages Aklo
SQ martial proficiency
ECOLOGY
Treasure ranseur (10 gp, 12 lbs), 91 gp
SPECIAL ABILITIES
Martial Proficiency (Ex) Sinspawn are proficient in all simple and martial weapons, armor, and shields (except
tower shields).
Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example,
wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular
sinspawn can scent. Wrath.
Sinful Bite (Su) A creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Will save negates).
These emotions are so powerful that the target becomes sickened for 1d6 minutes. An affected target that is bitten a
second time is staggered for 1 round if it fails its saving throw. Calm emotions, remove curse, or break enchantment
negates the effects of sinful bite. The save DC is Charisma-based. This is a mind-affecting effect.
Description Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their
armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm
imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin.

CHAPTER 1 Burnt Offerings PART III Glass and Wrath – B13 Cathedral of Wrath (CR 5) pg 37-39
Erylium
Before Combat Erylium becomes invisible as soon as she hears enemies approaching.
Tactics Although tough to hit and capable of healing from wounds quickly, Erylium remains something of a coward
in a fight. She uses flight to maintain ranged superiority over foes, using spells like summon monster or hold
person (aimed at the best armored of her foes) in the first few rounds of combat. She uses her Tiny +1 cold iron
returning dagger against foes once she runs out of spells, but if cornered, she fights with her claws and bite.
Morale If reduced to 5 hit points or fewer, Erylium becomes invisible and flees, waiting for her fast healing to fix
her up before returning here to attack the PCs again.

Sinspawn
Tactics Attacks nearest PC, flanks when possible with summoned monsters for +2 attack bonus
Morale Fights to the death

| Erylium – 57 hp | Sinspawn – 30 hp |
MINOR RUNEWELL
Aura strong necromancy CL 20th Weight 900 lbs.
Runelord Alaznist, inspired by and jealous of Karzoug's success with the runewell of greed, experimented with
variant runewells of her own design. Many of these minor runewells of wrath existed in her domain-though today
most are lost deep under the waters of the Varisian Gulf or are hidden away in Hollow Mountain,
with only the one remaining on mainland Avistan hidden in the Catacombs of Wrath under Sandpoint.

Every time a creature with a wrathful soul (including most goblins and quite a few of the victims murdered years
ago by Jervas Stoat) dies within a mile of a minor runewell, it gains 1 wrath point. There's no limit to the number of
wrath points the minor runewell can store, but it currently contains only 20. Each time the well's waters are drawn
upon (as detailed below), a number of wrath points are expended. If enough points are expended to put its total at
0 or negative wrath points, the minor rune well deactivates, its waters fading away. Reactivating the minor
runewell requires long-lost rituals-or the reactivation of a major runewell somewhere else in the
world. Such an event restores a minor runewell of wrath to a starting level of 3 wrath points.

A minor runewell is only 3 feet deep, yet any living creature that enters its freezing orange waters immediately
takes 2d6 points of cold damage and must succeed at a DC 1 5 Will save or be overcome with wrath. Failure
indicates the creature becomes enraged (as if under the effects of a rage spell) and immediately attacks the nearest
living creature. If no living creatures are in sight, the enraged creature is compelled to seek out a victim,
moving at full speed in its search. This rage persists for 2d6 minutes, after which point the creature becomes
fatigued. Each activation of a minor runewell in this manner costs 3 wrath points.

A minor runewell can also be commanded to disgorge a sinspawn. To manifest a sinspawn, a creature need only
allow a few drops of its blood to fall into the pool. One round later, a sinspawn emerges from the well and
immediately attacks the closest creature in which it cannot scent wrath. Each use of a minor runewell in this
manner costs 6 wrath points.
DESTRUCTION
Once a minor runewell of wrath is deactivated, it can be destroyed forever by filling it with holy water that is then
set to a boil for no less than 24 hours.

RAGE - School enchantment (compulsion) [mind-affecting]


Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and
a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued
at the end of the rage.

Reward If deactivated, the Alaznist anvil is activated with humming and lights. The Alaznist anvil allows magical
stats to be transferred from one piece of gear to another, destroying the source gear in the process. Enchants that
can not be applied to the destination item are lost.
Chap 1 – Part III – Page 1

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