

The Golden Hills are stated in Mordenkainen’s Tome of Foes to be in Bytopia, despite the fact that Arvandor, where 4E’s Forgotten Realms puts them, would presumably return to its position in Arboria: This indicates that domains that have merged with other domains after the split return to their original planes rather than following the domains they merged into. However, we are given information with which we can surmise what happens in most ambiguous cases, at least assuming analogous ambiguous cases are handled differently. We are not told explicitly which divine domains go where when the outer planes combine back into the great wheel. If nothing else, they could do some mining in the area so they didn't return home empty-handed. Gurdis told him to stay home if he was so certain. Of course they wouldn't find some incredible hammer just sitting under some rocks! It was going to be a waste of time, he knew it. Gurdis once again couldn't let it go, and Clem decided for the nth time to shut her up by proving her wrong. Some high elves had been traveling to return a long lost hammer, as a show of good faith. A nearby cavern had collapsed, burying precious cargo and several bodies beneath rubble. But Nalesha did bring them the first underground adventure. Once before, she had happily caused them to trek through spider-ridden woods for what turned out to be nothing. She wasn't the first half-elf, or druid, to propose returning dwarven belongings to their rightful place. Nalesha Ernathrevar was only one of many “acquaintances” that Elliot brought to Clem and Gurdis' shop. Spell-carver (Ex) A marodin gains Scribe Scroll as a bonus feat, and can use Spellcraft to make scrolls containing its spell-like abilities as if they were spells on its class list. Nature Lore (Ex) Heal, Knowledge (nature) and Survival are class skills for a marodin. A marodin that has taken damage in this manner regains Dexterity at a rate of 1 point per hour remaining underwater. A marodin reduced to 0 Dexterity is paralyzed until it is immersed. A marodin can move above water without penalty for 1 hour, whereupon it begins to take 1 point of Dexterity damage for every minute out of water thereafter.
#Pathfinder ironfell plus
Organization solitary, cluster (2-6) or colony (7-24 plus 1 3rd level druid per 10 individuals)ĭry Out (Ex) Although a marodin can breathe both water and air, it requires regular immersion to remain supple enough to move.

SQ amphibious, dry out, nature lore, spell-carverĮnvironment temperate and warm coastlines Knowledge (nature) +5, Perception +5, Spellcraft +2, Survival +7, Swim +9 Spell-like Abilities CL 2nd, concentration +3ġ/day-calm animals (DC 12), cure light wounds (DC 12), entangle (DC 12) Init +1 Senses blindsight 30 ft., darkvision 60 ft., Perception +5ĪC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
