I think I made this example pair of Juvenile Age-Category twins using the Elite Array, and fudging the "treasure" since I was Away From Book for that chart at the time... hard to remember since it was many years ago.
CastorMedium Dragon (Air)
Hit Dice: 12d12 + 3d4 + 45 (143 hp)
Initiative: + 9 (+5 Dex, +4 Improved Initiative)
Speed: 20 ft (4 squares), Fly 200 ft (Good), Swim 40 ft
Armor Class: 30 (+1 Bracers of Armor +1, +2 Mithrel Buckler +1, +5 Dex, +11 Natural, +1 Deflection), 16 touch, 30 flat-footed
Base Attack/Grapple: +13/+16
Attack: Bite +18 melee (1d8+3)
Full Attack: Bite +18 melee (1d8+3), 2 Claws +13/+12 melee (1d6+1), 2 Wings +13 melee (1d4+1) and 2 +14 ranged touch dropped/thrown objects if flying. (May replace any natural attack(s) with dropped/thrown objects held in that limb.)
OR
Bite +18 melee (1d8+3), Heavy Crossbow +1 +13 Ranged (1d10+1), 2 Wings +13 melee (1d4+1) and 2 +14 ranged touch dropped/thrown objects if flying. (May replace any natural attack(s) with dropped/thrown objects held in that limb.)
OR
Heavy Crossbow +1 +18 Ranged (1d10+1)
Space/Reach: 5ft/5ft
Special Attacks: Limited Snatch, +2d6 Sneak Attack
Special Qualities: Breath Weapon, Dragon Traits, Fast Healing 1/10, Spell-casting, Spell-like Abilities (Including Create Air, and Expeditious Movement), Dogfight, Evasion, Fog Immunity, Heroic Idiocy, Improved Draconic Senses, Scent, Uncanny Dodge, Limited Snatch, Limited Spider Climb, Pride in Grace(OPTIONAL RULE), Unblinking, Wingclaws, Weather Master
Saves: Fort +12, Ref +14, Will +12 (+4 bonus vs Fear, or +8 bonus vs Fear when in combat and in the air)
Abilities: Str 16, Dex 21 (base 19), Con 16, Int 10, Wis 7, Cha 25 (Base 21)
Skills: Balance +20 (+5 when not in air), Concentration +14, Knowledge (Arcana) +8, Knowledge(Geography) +9, Knowledge (Local) +9, Knowledge (Nature) +9, Knowledge (Nobility) +4, Knowledge (Religion) +4, Knowledge (The Planes) +4, Listen +6, Move Silently +20(+5 when not in air), Perform (Sky Painting) +9, Speak Language (2 skill points spent), Spellcraft +12, Spot +26 (plus penalty cancellation for telescope), Tumble +23(+8 when not in air or impacting), Use Magic Device +21
Feats: Dodge, Expertise
B, Faster Healing
B (1), Fly-by Attack
B, Hover
B, Gemini Strike
(2), Improved Initiative, Iron Will, Mobility, Spell Focus (Evocation), Weapon Finesse
B, Weapon Focus[Dropped/Thrown Object]
B, Wingover
BEnvironment: Usually Any Open-Aired Surface (so no jungles or forests)
Organization: Castor and Pollux
Challenge Rating: 13
Treasure:Splash and other throwables: 20 vials of Acid, 1 small wine bottle of Acid (equivalent to 10 vials all using the same to-hit roll and stacking damage for purposes of Acid Resistance), 10 Vials of Holy Water, 20 vials of Alchemist's Fire, 10 Smoke-sticks (Each attached to a weighted miniature vial of alchemists fire that deals no splash damage, and only 1 point of fire damage on a direct hit)
Wands: Wand of Fireball (12 charges, heightened to level 4, Caster level 10), Wand of Entropic Shield 24 charges, 3 wands of Cure Light Wounds (10 charges each), Wand of Invisibility 5 charges, Wand of Greater Invisibility 43 charges, Wand of See Invisibility 13 charges
Potions, Oils, and similar: 5 potions of
Greater Magic Fang, 5 vials of Silversheen, 3 potions of
Cure Critical Wounds, 5 Anti-Toxin
Ammunition: 60 normal bolts, 20 Alchemical Silver Bolts, 40 Cold Iron Bolts, 15 Adamintine Bolts
Misc: Arc Vest, 1 scroll of
True Haste(2), Telescope,
Eyes of the Eagle,
Gloves of Dexterity +2,
Cloak of Charisma +4, 3 pairs of masterwork manacles, Mug Book, Spell Component Pouch, ink, pen, log-book
Alignment: Neutral Good
(1) Complete Warrior p.61 AND Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (page number unknown at this time).
(2) See below.
Spells per day: 6/7
Spells known:
Level 0:
Detect Magic,
Flare (DC 18),
Light,
Read Magic,
ResistanceLevel 1:
Burning Hands (DC 19),
Mage Armor,
ShieldPolluxMedium Dragon (Air)
Hit Dice: 12d12 + 3d6 + 45 (133 hp)
Initiative: + 7
Speed: 20 ft (4 squares), Fly 200 ft (Perfect), Swim 40 ft
Armor Class: 34 (+2 Bracers of Armor +2, +2 Mithrel Buckler +1, +11 Natural, +2 Deflection), 19 touch, 34 flat-footed
Base Attack/Grapple: +14/+17
Attack: Bite +21 melee (1d8+3)
Full Attack:Bite +21 melee (1d8+3), 2 Claws +19/+18 melee (1d6+1), 2 Wings +19 melee (1d4+1) and 2 +20 ranged touch dropped/thrown objects if flying. (May replace any natural attack(s) with dropped/thrown objects held in that limb.)
OR
Bite +19 melee (1d8+3), Mighty [+3] Shortbow +1 +21/+17/+12 ranged (1d6+4), 2 Wings +19 melee (1d4+1) and 2 dropped/thrown objects if flying. (May replace any natural attack(s) with dropped/thrown objects held in that limb.)
Space/Reach: 5ft/5ft
Special Attacks: Limited Snatch, +4d6 Sneak Attack
Special Qualities: Breath Weapon, Dragon Traits, Fast Healing 1/10, Spell-like Abilities (Including Create Air, and Expeditious Movement), Dogfight, Evasion, Fog Immunity, Heroic Idiocy, Improved Draconic Senses, Scent, Uncanny Dodge, Limited Snatch, Limited Spider Climb, Pride in Grace(OPTIONAL RULE), Trapfinding, Trap Sense +1, Unblinking, Wingclaws, Weather Master
Saves: Fort +13, Ref +21, Will +13 (+4 bonus vs Fear, or +8 bonus vs Fear when in combat and in the air)
Abilities: Str 16, Dex 24 (base 20), Con 16, Int 10, Wis 11, Cha 17
Skills: Appraise +3, Balance +22(+7 when not in air), Diplomacy +8, Forgery +2, Intimidate +4, Knowledge (Local) +7, Knowledge (Nature) +1, Knowledge (Nobility) +1, Listen +23, Move Silently +25(+10 when not in air), Perform (Sky Painting) +21, Sense Motive +5, Speak Language (2 skill points spent), Spot +28, Tumble +25(+8 when not in air or crashing), Use Magic Device +21
Feats: Dodge, Expertise
B, Faster Healing
B (1), Fly-by Attack
B, Hover
B, Gemini Strike
(2), Improved Toughness, Iron Will, Mobility, Multi-Attack, Weapon Finesse
B, Weapon Focus[Dropped/Thrown Object]
B, WingoverB
Environment: Usually Any Open-Aired Surface (so no jungles or forests)
Organization: Castor and Pollux
Challenge Rating: 13
Treasure:Wands: 2 wands of
Cure Light Wounds (23 charges each),
Wand of Zone of Truth 30 charges,
Wand of Cure Minor Wounds 47 charges
Splash and other throwables: 10 Smoke-sticks (Each attached to a weighted miniature vial of alchemists fire that deals no splash damage, 20 vials of Acid, 1 small wine bottle of Acid (equivalent to 10 vials all using the same to-hit roll and stacking damage for purposes of Acid Resistance), 10 Vials of Holy Water, 20 vials of Alchemist's Fire, 10 Smoke-sticks (Each attached to a weighted miniature vial of alchemists fire that deals no splash damage, and only 1 point of fire damage on a direct hit)
Potions, Oils, and similar: 5 potions of
Greater Magic Fang, 5 vials of Silversheen, 3 potions of
Cure Critical Wounds, 5 potions of
Entropic Shield, 4 potions of
Mage Armor, 4 potions of
Shield, 5 Anti-Toxin
Ammunition: 80 normal arrows, 20 Alchemical Silver Arrows, 50 Cold Iron Arrows, 20 Adamintine Arrows
Misc: Arc Vest, 1 scroll of
True Haste(2), Telescope,
Eyes of the Eagle,
Gloves of Dexterity +4,
Pectoral of Maneuverability,
Cloak of Protection +2, Mug Book, 1 pair of masterwork manacles.
Alignment: Neutral Good
(1) Complete Warrior p.61 AND Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (page number unknown at this time).
(2) See below.
Description and non-combat procedures:Castor and Pollux are twin brothers who work as hired patrol dragons, mostly against raiders, although they also keep an eye out for wanted criminals and each have a mug book of the current most wanted. They are very well equipped by their employer, in addition to each having there own personal treasure which includes 1 scroll each that is capable of turning them into a whirling engine of destruction for a brief period of time. When on the job the Wing Dragon jocularity is totally surpressed in front of anyone outside the gaurd.
When on patrol they usually alternated disguising themselves as a cloud (With Castor providing half the volume, but Pollux doing most of the work in shaping the outside with his Perform(Sky Painting) skill to create a realistic "disguise") and drifting with the wind, and high speed, high altitude runs up wind to reset for another phase of drifting. If they are unsure of the intentions of a group they locate, Castor will burst out of the cloud with a greeting roar calculated to distract the targets as he turns his part of the cloud invisible and gathers it around him to approach, circling around to the opposite side of the group before closing range (note the movement limitations of the cloud). If he is satisfied, he will return, only turning his part of the cloud white again when they are at least half a mile distant. If not, he may give fair warning (but not a chance to back out) and then cast Zone of Truth from a wand.
CombatWhen and if battle is joined against a small number of foes, they will ideally opaque their fogs and each occupy one(randomizing their position within the clouds each round to make it harder for melee fighters to seek them out, or for AoEs to hit them), exchanging positions to perform a Gemini strike on one target each round. While doing this they will arrange their respective angles and speeds of approach to make sure that any AoE that can hit both of them will also hit as many of their opponents as possible.
If opponents bunch up to prevent flanking and prove tough enough that standard fly-by attacks are inadvisable, they will use their vests of lightning to perform fly-by bolting attacks without exposing themselves to melee counter-attacks. Against large bodies of weaker foes, Pollux may lure them into surrounding him so that Castor can catch them in repeated fireballs, while Pollux uses his Expertise and Multi-attack feats to best effect and negates the fireballs with his Evasion and high reflex save.
If opponents rely on short term buff spells, especially if Quickened (remember Castor has Spellcraft and will be using it), then they may abandon their clouds and open range. In such a case, Castor may hand his crossbow of to Pollux to harry them with to draw out healing spells with the occasional hit from extreme range, while their own fast healing takes care of any damage they themselves may have sustained and the enemies buffs run out. With or without the crossbow attacks, they are willing to dog fleeing opponents for hours at a time, never allowing the range to be closed enough for spells to reach them, but never letting the enemy out of their sight even for 2 hours or slightly more if they are grievously wounded initially. When enemy buffs have run out and the twins are fully healed, they will attack again. If part of their quarry escapes by teleportation they will usually immediately attack the remainder, before the wizard or sorcerer can return for a second load (and probably even continue the attack even when and if they do). If all targets vanish at once they will split up to fly a spiraling search pattern eliminate the possibility of Dimension Door or other mid-range teleportation spells. If this fails they go for headquarters immediately to report the escapees. The scrolls of True Haste will be saved for a dire emergency such as preventing the imminent death of their brother or innocents (note the plural) or retrieving the corpse of their brother for return to life and preventing its looting (in that order of priority).
Dogfight (Ex): A Wing Dragon may use the tumble skill while airborne, substituting their flight speed for their ground movement rate in calculating how far they may move.
Fog Immunity (Su): Wing Dragons can see through any type of gas, liquid, or particulate matter as if it were clear. This includes magical fogs and effects, including its own breath weapon. (none of which stops them from seeing things they can see through with perfect clarity, but they can also see through it, and if that doesn't make sense, just keep repeating "It's Magic!" to yourself until it does). Note that if the predominant material limits the quality of vision, but the substance(s) suspended in it do not. Thus they could see through mud, provided it was over half water by volume, as well as they could see through water, but could not see through lava just because it had impurities in it.
Improved Draconic Senses (Ex): A dragon sees six times as well as a human in shadowy illumination and three times as well in normal light. It also has darkvision out to 180 feet, and blindsense that can pinpoint creatures within a distance of 90 feet. In the case of blindsense remember that opponents the dragon can't actually see still have total concealment against the dragon, and also that Create Air reduces the range of Blindsense to 60 feet (as well as imposing a -4 penalty to Listen checks within it).
Limited Spider Climb (Su): This works as per Spider Climb, except that movement is only 5 feet per round while climbing, and ANY solid surface can be attached to, not just one that a normal spider could climb. Any slickness short of that provided by Oil of Slipperiness does nothing to prevent this. Thus a Wing Dragon can land and cling to a Wall of Force (even upside down to an horizontal one), melting icy cliff, or just merely a wooden palisade. Note, however, that those last two might collapse under the dragon's weight. This ability is always active.
Pride in Grace (Ex): (Due to its complexity and the rareness that it will ever come up in most campaigns this rule is highly optional.)
This is not actually ability, rather it is a weakness. So much of a wing dragon's sense of self is wrapped up in its acrobatic ability that long lasting damage to their dexterity can eventually cause them to lose confidence and zest for life to a small but noticeable degree. Like almost any creature when a Wing Dragon is born it has a certain difference between its dexterity and its charisma. This amount might be positive, negative or zero. For a standard 'by the book' Wing Dragon this difference is zero. If a Wing Dragon's dexterity is ever permanently lower than this difference compared to the Wing Dragon's current permanent charisma then it must make a Will save every month. The DC of the save is 10 times the number of points that the dragon is low in the aforementioned calculation. If this save is failed the dragon loses a point of charisma until such time as the original deficit is recovered to the point where the original difference would not be violated by recovery of one or more points of charisma. At this point is recovers 1 point of charisma per month until the original difference is re-instated.
Unblinking (Ex): A wing dragon cannot be dazed, dazzled, blinded, or otherwise harmed by light. This includes these conditions brought upon by spells dealing with light, such as Flare, and damage from such spells as
Sunbeam or
Sunburst, but NOT
Blindness/Deafness or
Power Word: Blind.
Wingclaws (Ex/Su): Wing dragons shapechanging wings include the ability to grow a set of small claws at the joint where the wing fingers are. These are useless as weapons (including weilding any weapon except perhaps a hand crossbow) or for fine manipulation of most sorts, but can each hold an object of up to 1/20th of a light load and can release/throw (with a forward sweep of the wing) them. This means that when they gain the Limited Snatch ability listed below, they can drop up to 7 objects at a time (4 in the feet, 2 in the wingclaws, and 1 in the mouth). They are also highly suitable for wand use.
Evasion (Ex): If a very young or older wing dragon makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if a wing dragon is wearing light armor or no armor. A helpless wing dragon does not gain the benefit of evasion.
Heroic Idiocy (Ex): Wing dragons of at least very young age category are too foolhardy and self confident to be intimidated, especially when they are in their element. They gain a bonus equal to their age category versus fear effects, when on the wing and in combat this bonus is doubled.
Limited Snatch (Ex): The Dragon can drop any object(s) it holds as a free action (unaimed), or use a standard action to drop any number (aimed as a proficient weapons) or fling them aside (also counts as proficient attacks). Wing Dragons like dropping rocks and grenade like missiles (including bundles of smoke sticks which scatter as they fall), both as an exercise in skill and as a combat tactic to make up for their lack of offensive breath weapon.
Weather Master (Ex): For purposes of wind effects wing dragons of at least very young age category are not counted as one size class smaller while flying. They are immune to damage from naturally occurring lightning and natural environmental temperatures (except those tinged with strong spiritual energies). Thus, while they could comfortably sunbathe in the light of a supernova at any range (at least until the blast wave of particles OTHER than photons hit them), but the flames that are natural to an infernal plane or those of the elemental plane of fire would give them trouble.
Uncanny Dodge (Ex): A wing dragon of young or older age category can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a wing dragon already has uncanny dodge from a class it automatically gains improved uncanny dodge instead.
Create Air (Sp): The Wing Dragon creates an envelop of continuously generated air around itself (and any creatures it is in contact with or comes in contact with at its option), allowing it to breath even underwater (although it will be giving off bubbles like crazy and surrounded in a "skin" of air) and to fly and breath in airless environments. This gives a +10 bonus on all saves against inhaled threats including the Druid spell Miasma and the internal claws of a Belker. While using this ability the Wing Dragon (and anyone in contact with it) can mostly only smell the air it is creating, and it is insulated to a degree from the minuit motions of the air around it. For these reason it cannot use the Scent special quality if it has it while under the effects of this, and its blindsense is reduced to 60 feet. Wing Dragons may freely use their breath weapon as normal while using this ability.
Expeditious Movement (Sp): A wing dragon of at least Old status may produce an effect similar to Expeditious Retreat except that if they cast it on themselves it affects ALL of their movement rates (not just land-speed) and instead of a flat bonus it doubles the movement rate. This ability is usable 3 times per day.
Breath Weapon (Su): The breath weapon of the Wing Dragon is harmless magical smoke. It is unique and peculiar among dragons. Of primary interest to sages is that, strictly speaking, it really is absolutely harmless. Many an awe struck peasant gazing at a Wing Dragon's 'Sky painting' would believe this. Anyone who has ever fought a Wing Dragon would agree with every technical point but declare the conclusion of 'harmless' to be complete ivory tower nonsense. Also unusual is that they may utilize it every round instead of every 1d4 rounds. It is non-toxic, completely odorless, and its magical properties preclude it being concentrated enough to displace breathable air measurably. However the Wing Dragon can exercise an amazing amount of control over it. The color can be altered as a free action to anything from completely transparent (which doesn't mean that the visibility improves if the area also contains another type of fog, smoke, or dust), to a black mist sufficient to turn high noon into pitch dark (and worse yet a pitch dark that darkvision can't see through), to any shade, color, and opacity you can imagine. It can also be made to glow in any color and any intensity the Wing Dragon wishes, up to and including illuminating everything within it and for 20 feet around it as a light spell. A darkness spell that overcomes the light effect does not destroy the fog, but merely prevents the fog from glowing within its area of effect and turns the area dark as it normally would. At any one time a Wing Dragon may maintain a cloud or clouds of totally opaque fog equal to the amount it could expel in 10 rounds, provided it is within 1 mile per age category. Any excess dissipates, however the Wing Dragon may choose which parts to have dissipate. Once per round, as a move action, part of a move action, or as part of expelling its breath weapon, a Wing Dragon may manipulate its fog changing the color, glow, etc of each part. It may move as many cubes at it likes, but each may move no more than 10' x the Wing Dragons age category. Note that for purposes of Sky Painting the Barnstormer is in NO way restricted to 5' cubes... they can make doll-sized fog sculptures if they so chose... 5' cubes are merely as simplification for combat purposes.
Other Spell-like Abilities: At Will - Prestidigitation(All Age Categories); 3/day - Know Direction(Very Young and older) , Control Winds (Juvenile and older)
Skills:
The class skills for a Wing Dragon are: Balance, Bluff, Concentration, Craft(Sky Painting), Diplomacy, Escape Artist, Heal, Hide, Knowledge (Any), Listen, Move Silently, Spot, Search, and Tumble. They receive a bonus equal to their age category on any check made to avoid becoming lost. While flying or falling Wing Dragons have the Balance, Move Silently, and Tumble skills for free at 1 rank per Hit Die. Note that, for the purposes of reducing damage, the moment of impact during a crash or fall counts as flying or falling. Their keen senses stand in sharp contrast to their poor judgment, granting them a +5 racial bonus on Spot and Listen checks, Their color changing scales allow them a bonus to Hide checks in any particular environment equal to 3+Age Category + Intelligence modifier. This only applies to on specific environment/color scheme at a time. If the background against which the dragon is attempting to hide changes they lose this bonus until they reenter the old environment or take a move equivalent action to change their scale colors. If the dragon takes at least ten minutes to study a specific spot it plans to hide in and then spends at least two minutes to change her scales to perfectly match that exact local then this bonus changes to 2 + Hit Dice + Intelligence modifier while hiding their. At any given time the Dragon can remember 1 + Age Category + Intelligence modifier such scale patterns. These can also be used to memorize other similar complex scale patterns. If used as part of a disguise check this (together with their polymorphic wings) gives a +5 modifier to attempt to disguise as any other dragon (specific individual or general type).
Castor and Pollux's Battle Code - While sharply limited in its vocabulary (just enough for tactical communication, including specific spells and abilities to use), this language can be spoken in many forms: Verbally, written in the air by means of their breath weapons or Prestidigitation or with small, simple and quick changes of scale coloration. The have NOT shared this language with anyone else to date.
LoreKnowledge[Arcana]
DC | Lore |
17 | This creature is definitely a True Dragon, normally one can tell a True Dragon's species by such clues as wing-shape, head-shape, and coloration. In this particular case the wings and coloration are nothing you have heard of before, and the head-shape lacks many noticeable features. This reveals any STANDARD True Dragon traits. |
22 | This is a wing dragon. They can change their coloration at will for decorative purposes or camouflage and their breathweapon is a non-toxic fog that can be of almost any color. They are fond of putting on flight demonstrations for payment, and can do pictures in the sky made out of their breath weapon that remain hours at a time. |
27 | Wing dragons can telekinetically manipulate their fog and they generally use an intensely black form of it for battlefield obscurement, they are deft flyers, and can prefer to strike with a rogues precision, approaching their target on silent wings and then continuing past them to be out of range before effective counterstrike is possible. To close from long range they may attempt to disguise themselves within their breath weapon to appear as a cloud or patch of dense fog. They can see through their own breathweapon as well as clouds, smoke, or mist, even magically created ones. |
32 | This reveals everything in the general wing dragon creature entry including typical personality, role in draconic societies, and abilities (SLA's Unblinking, etc). |
Knowledge[Local]
DC | Lore |
17 | There are dragons who patrol this area in the service of <Insert Local Noble or other Authority figure here>. |
22 | The dragons in question are twins named Castor and Pollux, they are very fast and often disguise themselves as clouds. |
27 | Castor and Pollux have a wide variety of magic items at their disposal and use lightning and fire in combat against larger groups. Against smaller groups they strike in near-perfect tandem, aiming for vital areas. |
Feats:Gemini Strike[General]
You and a team-mate strike as one, speeding by to deliver such well coordinated blows that you gain the benefits of both hit-and-run tactics, and superior postioning... and then some.
Prerequisites:Ride-by Attack OR Fly-by Attack OR Spring Attack, OR Swim-by Attack
Dodge AND Mobility
Sneak Attack +2d6 OR Skirmish +1d6/+1 OR BAB +6
Benefits:Two or more allied creatures who each have this feat may activate it when initiative is called for, but before it is actually rolled. They must declare which specific individuals they are activating it with, and all members of a group must have this feat. In such a case they both/all act on the lowest initiative in the group.
Alternatively, groups may be formed mid-combat by all prospective group members announcing such on their respective turns which are then delayed to an initiative 2 points lower than the lowest one in the group. If any prospective group member elects not to enter the forming group, then the others already in the group may elect to proceed with only the members who are already delaying, who act immediately, in order of the initiatives they had before they started delaying.
While acting together, group members must use the same types of actions (Full round, Swift, Move Equivalent, Standard), in the same order, and each of these actions is taken simultaneously with every other member of the group. (although they may always use any type of action to do nothing at all to maintain this synchronization). If moving at the same time, they must expend proportionate (or equal if they have the same speed) amounts of their movement at the same times, although slowing down is modeled as expending movement without changing squares.
If two or more members of a group have each moved at least 10 feet, will (unless something changes to prevent them) move a further 10 feet, currently are creating a flank with each other against that opponent and are using any of the feats that allow movement both before and after an attack, then they each gain an additional +1 to hit against that opponent, and each deal an additional 1d6 of Sneak Attack damage, provided that individual is already dealing at least +2d6 of Sneak or Skirmish damage.
Normal: Turns are taken in sequential order.
Magic itemsArc VestOnce per round if two of these are activated (a standard action) within 30 feet of each other at the same moment (usually requiring a readied action on the part of one of the activators, but in Castor and Pollux's case they may use Gemini Strike) it produces an arc of electricity between the two that deals 15d6 damage. A reflex save may be made against a DC of 14+ the average of the wearers dexterity modifiers for half damage. This expends one charge from each vest. Alternatively, a wearer may drain all current charges to produce a standard lightning bolt that deals 3d6 damage per charge so expended. In such a case the DC is a static 14. They have 3 charges, and recover one charge per 2 hours. They must be worn to be activated in either mode.
Strong Evocation; CL 15th; Craft Wondrous Item, Lightning Bolt; Price 20,250 gp each.
Scroll of True HasteAs per Haste except that no bonus to base movement rate is given, but if the creature forgoes the extra attack granted, or does not attack in a given round it gains an additional move action (which may ONLY be used for movement), and it is single target only, with a range of touch. The scrolls that Castor and Pollux have have an effective spell level of 3, a caster level of 8, and were a present from their mother when they graduated from the patrol academy, with the condition that they would return to her immediately if they ever used them so she could make sure they were not being TOO reckless in their tactics. They are specifically designed to be tough and highly legible enough to be read at any aerial speed that Castor or Pollux could reasonably achieve.