Saturday, July 26, 2008
Spitfire XIII
Spitfire CR 10
male human wizard 10 (Battle Mage)
CN medium humanoid
Init: +2 Senses: Listen +2, Spot +3
Languages: common, celestial, draconic, dwarven, elveen, terran
AC: 14 (+2 dex, +2 armor) touch 12, flatfooted 12
HP: 38 (HD 10d4+10)
Resist: spell resistance DC 15
Immune: fire
Fort: +7 Ref: +8 Will: +11
Vulnerable: cold
Speed: 30 ft.
Attack: quarterstaff +5 (1d6)
Full Attack: quarterstaff +5 (1d6)
Attack Options: quarterstaff or spells
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +5
SQ: SR 15
SA: spells
Feats: Quicken Spell, Maximize Spell, Empower Spell, Improved Familiar, Greater Spell Penetration, Spell Mastery
Abilities Str 11 Dex 14 Con 12 Int 20 Wis 13 Cha 14
Skills: Name Appraise +6, Balance +3, Bluff +4, Concentration +15, Craft - Stonework +6, Decipher Script +8, Diplomacy +6, Forgery +7, Knowledge Arcana +12 Architecture/Engineering +6 Geography +6 History +11 Local +8 Nobility/Royalty +10 Religion +6 Planes +12, Listen +2, Search +7, Spellcraft +17, Spot +3
Available Mana: 50
Spells Usually Prepared:
0th: (9/day) Burning Hands, Detect Magic, Read Magic
1st: (9/day) Magic Missile, Detect Secret Doors, Comprehend Languages
2nd: (9/day) Scorching Ray, Darkvision, Cat's Grace
3rd: (8/day) Fireball, Flame Arrow, Fly, Ray of Exhaustion
4th: (8/day) Charm Monster, Wall of Fire, Enervation
5th: (7/day) Spitfire, Baleful Polymorph, Feeblemind, Hold Monster
Possessions: robes, bracers of protection +2, staff of fire, wand of shatter, cloak of resistance +3, pale lavender ioun stone, spellbook, scroll of recall, 300 gp.
Minions: pseudodragon familiar
Tuesday, January 29, 2008
Faduardo Gantonín
Faduardo lived his life mostly in the Phyloctæte. Raised heck in the other human lands with his psychotic wanderings and musings, traveling the many continents gathering reagents and challenging his contemporaries to duels. Eventually Faduardo was consumed by his obsession and became a lich, turning himself on his old friends and causing major problems for the people he served for so many years.Born the middle child to a family of successful merchant nobles, Faduardo was both pampered by his nurses and neglected by his family. This developed a deep megalomania within him, and by puberty he was an incorrigible sociopath. A brilliant child, he was enrolled in a finishing school that included some magical training. In his lust for power he began to dabble in dark arts and the worship of evil powers when out of sight of his tutors. He succeeded in blending these veins into a mix of wizardly study and the use of evil spirits.
After leaving school he realized the commercial potential in crafting magic items for others. It also tickled his ego that others wanted so badly the power that he had harnessed for himself that they would pay thousands of gold for what he considered flashy trinkets. Thus began a long career for him of supplying magical items to any who would pay. The proceeds of this enterprise and his own crypt raiding have allowed him to create many hidden strongholds in addition to his storefronts.
Eventually the thought of his success and his riches brought jealous and greedy foes to his doorstep. After one particularly vicious campaign against him that included multiple poisonings of his meals and attacks by assassins in his sleep he became determined to find a way to overcome his mortality. Thus did he seek out and eventually learn a process by which he could die yet live on: lichdom.
Now, many years later, he has retired from the public spotlight. His presence is often felt, unknown, as he will often feed magical arms to both sides of a conflict, and then soar on dragon's wings above the battle, watching with glee.
This is a story arc for the party once they reach level 16 or so. Turns out that he was behind some of the earlier problems they had: perhaps he was feeding minor villains evil magic items or providing help to them in other ways, and thereby causing strife in the region.
Presented below are his statistics, including spells he might prepare if he is anticipating conflict of some type. If attacked typical tactics are to dimension door away and cast defensive spells before returning to slay his foes. Defensive spells can include: shield, shield of faith, magic vestment, fire shield, spell resistance, freedom of movement and antilife shell. If running low on offensive spells he may cast polymorph (juvenile red dragon), haste, divine power and aid before meleeing with foes.
CE male human lich wizard 3 / cleric 3 / mystic theurge 10 / crafting artifacer 2
size medium undead CR 20
Init: +1 Senses: darkvision 60 ft.
Listen +7 Spot +7
Aura: 5 ft. fear aura (DC 21 will save)
AC: 21 (+5 natural armor, +1 dex, +5 armor)
or 32 (same and +4 deflection, +4 shield, +3 enhancement to armor from spells)
Damage Reduction: 15/bludgeoning and magic
Fortitude: +11 Reflex: +8 Will: +27
Resistance: SR 18, turn resistance +4
Immunities: cold, electricity, polymorph, and mind-affecting attacks
Attack: +6 touch 1d8+5 negative energy (DC 21 fort. save for half) + paralysis
Full Attack: +6 touch 1d8+5 negative energy (DC 21 fort. save for half) + paralysis
Atk Options: paralyzing touch (DC 21 fort. save)
Space / Reach: 5ft / 5ft
Abilities: Str: 11 Dex: 13 Con: - Int: 18 (24) Wis: 19 (25) Cha: 14
Feats: Scribe Scroll, craft wand, craft arms & armor, forge ring, skill focus (concentration), craft wondrous item, spell focus (necromancy), improved spell focus (necromancy)
Skills: Concentration +31, Craft +28, Hide +9, Knowledge (arcana) +15, Knowledge (dungeoneering) +14, Knowledge (nature) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Search +15, Spellcraft +28.
SQ: Damage Reduction 15 / bludgeoning and magic, SR 18, turn resistance +4, immune to cold, electricity, polymorph, and mind-affecting attacks
Wizard Spells Prepared: (DC 17 + spell level + 2 for necromancy spells) - as 15th level caster
0th (5/day): many
1st (6/day): shield, ray of enfeeblement, reduce person, magic missile x3
2nd (6/day): mirror image, false life, blindness (DC 21), blur, invisibility, scorching ray
3rd (10/day): displacement, haste, blink, slow, dispel magic, vampyric touch x2, fireball x2, lightning bolt
4th (5/day): fire shield, dimension door, improved invisibility, black tentacles, charm monster
5th (5/day): magic jar (DC 24), dominate person, teleport, overland flight, cone of cold
6th (4/day): circle of death (DC 25), greater dispel magic, acid fog, chain lightning
7th (3/day): finger of death (DC 26), avaculate, awaken undead
8th (1/day): horrid wilting (DC 27)
0th (6 / day): any
1st (7+1 / day): protection vs good, divine favor, command, necrotic awareness
2nd (7+1 / day): shield of faith, aid, necrotic cyst
3rd (6+1 / day): magic vestment, protection from energy, necrotic bloat, clutch of orcus, sheltered vitality
4th (5+1 / day): freedom of movement, divine power, necrotic domination, undead bane weapon
5th (4+1 / day): slay living (DC 24), necrotic burst, summon undead v
6th (3+1 / day): anti-life shell, harm, necrotic eruption
7th (3+1 / day): blasphemy, destruction, energy ebb, necrotic tumor
* domain spell
Domains:
Artifice: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.
Corruption: Once per day you may target a single creature and know exactly what the creature wants most in the world, resisted by a Will save (DC 12+ wisdom bonus).
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
When polymorphed into a red dragon and enhanced with the spells listed above, his stats are changed as follows:
AC: 41 (+15 natural armor, +0 dex, -1 size+5 armor and +1 dodge, +4 deflection, +4 shield, +3 enhancement to armor from spells)Fortitude: +11 Reflex: +8 Will: +27
Move: 70 ft, fly 180 ft
Attack:
Full Attack: 2 bites as above and 2 claws +27 (1d8 +4) and 2 wings +27 (1d6+4)
Abilities: Str 29 Dex 10
Tuesday, November 27, 2007
Tish Granjeur
Wander, explorer, friend to so many species, this aquatic gnome with deep sea heritage is best known for bringing ashore the first invisisquids, starting the trade in their rare hides and invisible ink. Some of his people consider him a traitor because of this, but he keeps to a steady diet of truth in nearly all of his actions, so he would be considered good to just about everyone else. Because of this rift with the deep sea gnomes of the Emerald Sea, he spends much of his undersea time exploring the waters off the coast of Farghal, either off the West Isle or just off the north waters off the Phyloctæte. He seeks a party of adventurers to travel with, as both water and land are dangerous for a single mage to wander about for too long alone.Tish Granjeur
Small-size Male Aquatic Gnome
Illusionist 8
Hit Dice: (8d4)+24
Hit Points: 48
Initiative: +1
Speed: Walk 20 ft.
AC: 14 (flatfooted 13, touch 12)
Attacks: *Dagger +1 (Wounding) +4;*Dagger +1 (Wounding/Thrown) +5; ;
Damage: *Dagger +1 (Wounding) 1d4+1;*Dagger +1 (Wounding/Thrown) 1d4+1; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against kobolds and goblinoids., +2 bonus to Spellcraft when learning Illusion, +2 racial bonus on saving throws against illusions., +4 Dodge bonus to Armor Class against monsters of the giant type., Speak with Animals (burrowing mammal only, duration 1 minute)., Summon Familiar
Saves: Fortitude: +7, Reflex: +5, Will: +10
Abilities: STR 10 (+0), DEX 13 (+1), CON 16 (+3), INT 20 (+5), WIS 15 (+2), CHA 12 (+1)
Skills: Appraise 5; Balance 1; Bluff 1; Climb 0; Concentration 14; Craft (Alchemy) 10; Craft (Gemcutting) 8; Craft (Untrained) 5; Decipher Script 10; Diplomacy 1; Disguise 1; Escape Artist 1; Forgery 5; Gather Information 1; Heal 2; Hide 5; Intimidate 1; Jump -6; Knowledge (Arcana) 16; Knowledge (Dungeoneering) 8; Knowledge (Geography) 8; Knowledge (History) 8; Knowledge (Local) 7; Knowledge (Nature) 8; Listen 4; Move Silently 1; Ride 3; Search 5; Sense Motive 2; Spellcraft 18; Spot 2; Survival 2; Swim 2;
Feats: Craft Wand, Craft Wondrous Item, Extend Spell, Improved Familiar, Scribe Scroll
Challenge Rating: 8
Alignment: Chaotic Good
Possessions: Amulet of Natural Armor +2; Bag of Holding (Type 1); Cloak of Resistance +2; Dagger +1 (Wounding); Goggles of Minute Seeing;
Spells:
Innate: Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation
Spells per Day: (4+1/6+1/4+1/4+1/3+1/0/0/0/0/ DC:15+spell level)
Wizard - Commonly Prepared:
Level 0: Acid Splash, Arcane Mark, Cipher, Control Shadow, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Ghost Sound, Lock/Unlock, Mage Hand, Mending, Message, Kressmer's Moment of Deflection, Night-Vision, Open/Close, Prestidigitation, Read Magic, Resistance, Shovel, Signal Fire, Summon Bag, Summon Garment, Summon Mug, Summon Pipe
(more spells to come)
Tish travels (when underwater) with his manta ray familiar, Raydar.
Raydar
Large-size Male Manta Ray
Animal 4
Hit Dice: (4d8)
Hit Points: 24
Initiative: +4
Speed: Swim 30 ft.
AC: 16 (flatfooted 16, touch 9)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Deliver touch spells, Empathic Link, Improved Evasion (Ex), Share Spells, Speak with animals of its kind, Speak with master
Saves: Fortitude: +4, Reflex: +4, Will: +7
Abilities: STR 14 (+2), DEX 10 (+0), CON 10 (+0), INT 9 (-1), WIS 12 (+1), CHA 2 (-4)
Skills: Appraise -1; Balance 0; Bluff -4; Climb 2; Concentration 11; Craft (Alchemy) 2; Craft (Gemcutting) 2; Craft (Untrained) -1; Decipher Script 4; Diplomacy -4; Disguise -4; Escape Artist 0; Forgery -1; Gather Information -4; Heal 1; Hide -4; Intimidate -4; Jump -16; Knowledge (Arcana) 10; Knowledge (Dungeoneering) 2; Knowledge (Geography) 2; Knowledge (History) 2; Knowledge (Local) 1; Knowledge (Nature) 2; Listen 2; Move Silently 0; Ride 2; Search -1; Sense Motive 1; Spellcraft 12; Spot 3; Survival 1; Swim 16;
Feats: Improved Initiative, Track
Challenge Rating: 1
Alignment: Chaotic Good
Friday, September 07, 2007
Feryn Dyndle
(image coming soon)
Feryn usually attacks from afar, harnessing the power of her many wands. In addition, she has made a number of powerful allies over the years, who often join her on the field of battle. This means she is also in debt to many outsiders who are in the process of stating their demands now that she is in power. Friends of this type are often a blessing as well as a curse.
Feryn Dyndle
Medium-size Female Half-Elf
Wizard 17
Hit Dice: (17d4)+34
Hit Points: 91
Initiative: +6
Speed: Walk 30 ft.
AC: 22 (flatfooted 20, touch 15)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial bonus on saving throws against enchantment spells or effects., Elven Blood, Immunity to sleep spells and similar magical effects., Summon Familiar
Saves: Fortitude: +7, Reflex: +7, Will: +13
Abilities: STR 13 (+1), DEX 15 (+2), CON 14 (+2), INT 26 (+8), WIS 16 (+3), CHA 17 (+3)
Skills: Appraise 10; Balance 2; Bluff 5; Climb 1; Concentration 22; Craft (Untrained) 8; Decipher Script 9; Diplomacy 9; Disguise 3; Escape Artist 2; Forgery 8; Gather Information 9; Heal 4; Hide 3; Intimidate 4; Jump 1; Knowledge (Arcana) 28; Knowledge (Architecture and Engineering) 10; Knowledge (Dungeoneering) 9; Knowledge (Geography) 10; Knowledge (History) 13; Knowledge (Local) 14; Knowledge (Nature) 10; Knowledge (Nobility and Royalty) 14; Knowledge (Religion) 12; Knowledge (The Planes) 15; Listen 4; Move Silently 2; Ride 4; Search 9; Sense Motive 5; Spellcraft 30; Spot 7; Survival 3; Swim 1;
Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Forge Ring, Greater Spell Penetration, Improved Initiative, Mobility, Scribe Scroll, Spell Penetration
Challenge Rating: 17
Alignment: Chaotic Neutral
Familiar: Leyne, a toad
Possessions: Amulet of Natural Armor +3; Ring of Protection +3; Bracers of Armor +4; Cloak of Charisma +4; Headband of Intellect +4; Wand of Cat's Grace; Wand of Knock; Wand of Lightning Bolt (8th level caster); Wand of Magic Missile (9th level caster); Wand of Polymorph; Wand of Suggestion;
Spells:
Spells per Day: (4/6/6/6/6/5/5/4/3/ DC:18+spell level)
Wizard - Commonly Prepared:
Level 0: Acid Splash, Arcane Mark, Cipher, Control Shadow, Cubes of Ice, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Ember, Firefly, Flare, Haze, Light, Lock/Unlock, Mage Hand, Mending, Open/Close, Pointer, Prestidigitation, Ray of Frost, Read Magic, Resistance, Signal, Sort, Startle, Summon Bag, Summon Pipe, Touch of Fatigue
Level 1: Cause Fear, Identify, Magic Missile, Mount, Nystal's Undetectable Aura, Obscuring Mist, Ray of Enfeeblement, Shield, True Strike, Unseen Servant
Level 2: Bear's Endurance, Cat's Grace, Detect Thoughts, Invisibility, Levitate, Protection from Arrows, Touch of Idiocy, Web
Level 3: Blink, Fly, Haste, Shrink Item, Tongues
Level 4: Confusion, Fire Shield, Polymorph, Reduce Person, Mass, Stoneskin
Level 5: Feeblemind, Mage's Private Sanctum, Telekinesis, Teleport, Wall of Force
Level 6: Flesh to Stone, Globe of Invulnerability, Planar Binding, Symbol of Fear, True Seeing
Level 7: Control Weather, Delayed Blast Fireball, Limited Wish, Phase Door, Plane Shift, Power Word Blind
Level 8: Charm Monster, Mass, Dimensional Lock, Maze, Mind Blank, Temporal Stasis
Level 9: Dominate Monster, Etherealness, Hold Monster, Mass, Meteor Swarm, Power Word Kill, Prismatic Sphere, Time Stop
Note: Some of these spell descriptions are not available in the standard locations. Contact us if there are any questions regarding them.
Leyne
Diminutive-size Male Toad
Animal1
Hit Dice: (1d2)
Hit Points: 45
Initiative: +1
Speed: Walk 5 ft.
AC: 24 (flatfooted 23, touch 15)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 1 ft. / 0 ft.
Special Qualities: Amphibious (Ex), Animal Traits, Deliver touch spells, Empathic Link, Improved Evasion (Ex), Scry on familiar, Share Spells, Speak with animals of its kind, Speak with master
Saves: Fortitude: +5, Reflex: +8, Will: +12
Abilities: STR 1 (-5), DEX 12 (+1), CON 10 (+0), INT 14 (+2), WIS 14 (+2), CHA 4 (-3)
Skills: Appraise 4; Balance 1; Bluff -1; Climb -5; Concentration 20; Craft (Untrained) 2; Decipher Script 3; Diplomacy 1; Disguise -3; Escape Artist 1; Forgery 2; Gather Information 1; Heal 4; Hide 18; Intimidate -2; Jump -19; Knowledge (Arcana) 22; Knowledge (Architecture and Engineering) 4; Knowledge (Dungeoneering) 3; Knowledge (Geography) 4; Knowledge (History) 7; Knowledge (Local) 8; Knowledge (Nature) 4; Knowledge (Nobility and Royalty) 8; Knowledge (Religion) 6; Knowledge (The Planes) 9; Listen 2; Move Silently 1; Ride 3; Search 2; Sense Motive 4; Spellcraft 24; Spot 5; Survival 2; Swim -5;
Feats: Lightning Reflexes
Challenge Rating: 1/10
Alignment: Chaotic Neutral
Tuesday, April 17, 2007
Wil'nniea and Wil'ancyn, Sister Enchantresses and Water Mages
As they grew up in this desert temple of Baccob, god of magic, they learned many things. Each of their mystical abilities grew, similar but different, like two mirror images, one dark and one light. Wil'nniea's abilities were wild and rooted in her love of the natural world. Wil'ancyn's talents came to her through worship, study, and the devotions she shared with the others in the temple.
In later life they were among a very few preistesses of Baccob that escaped the great Anmagus Crusade, and eventually fought in battle against the champions of the Order of the Sword of Light defending the last standing temple of Baccob in the northern reaches of the middle kingdom. They were able to ward the Crusaders off, and the siege lay unbroken for seven years, until the Crusade was finally ended by the High Pontiff of Heronious and the Order was recalled and sent on other errands.
Of course by this time the Crusade had achieved it's end: the arts of magic were practiced only in secret throughout all of the middle kingdoms, and the worship of Baccob was unknown among it's peoples.
Presented below are their stats as they were during the siege of the Temple of Boccob.
Wil'nniea CR 10
Female human sorceress 4 druid 6
Neutral with chaotic tendencies Size Medium humanoid
Init: +0 Senses: Listen +3, Spot +3
Languages: common, auran
AC: 16 (natural armor +2, mage armor +4) touch 10, flatfooted 16
HP: 53 (HD 4d4+6d8+10)
Resist: resist nature's lure
Fort: +6 Ref: +3 Will: +9
Move: 40 ft.
Attack: +6 scimitar (1d8+1 and 1d6 fire / 18-20 ×2)
Full Attack: +6 / +1 scimitar (1d8+1 and 1d6 fire / 18-20 ×2)
Attack Options: alternate form: leopard (see below)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +5
Wil'nniea In Animal Form as leopard:
AC: 21 (+3 natural armor, +4 dex, +4 mage armor)
Move: 50 ft, climb 20 ft.
Full Attack: Bite +10 melee (1d6+3) and 2 claws +5 melee (1d3+1)
Special Attacks: Improved grab, pounce, rake 1d3+1
Attributes: Str 16, Dex 19, Con 15
Abilities Str 9 Dex 11 Con 13 Int 12 Wis 16 Cha 15
SQ: Resist nature’s lure, Animal companion, nature sense, wild empathy
SA: Woodland stride, Trackless step, Wild shape (2/day),
Feats: 5 Natural Spell, Eschew Materials, Self Sufficient, Enfurance, Diehard
Skills: 45 druid, 12 sorcerer 14 human, +3+2 Bluff, +14+1 Concentration, +14+1, +4 Jump, Knowledge Nature, +1+1 Knowledge Relirion, +3+3 Sense Motive, +14+1 Spellcraft, +14+3 Survival,
Druid Spells Prepared:
1st: 5 / day: cure light wounds, magic fang, cure light wounds, produce flame
2nd: 3 / day: bear's endurance, flameblade, fog cloud
3rd: 3 / day: cure moderate wounds, call lightning, daylight
4th: 2 / day: flame strike, ice storm
Sorcerer Spells Available:
1st: 6 / day: mage armor, ray of enfeeblement, protection from law
2nd: 3 / day: invisibility
Posessions: +1 flaming scimitar, amulet of natural armor +2, boots of striding and springing, holy symbol
Familiar: desert snake
Animal Companion: White leopard: Medium Animal
Init: +5 Senses: Low-light vision, scent
Listen +7 Spot +6
AC: 18 (+5 dex, +3 natural)
HP: 34 (HD 5d8+10)
Fort +6, Ref +9, Will +2
Move: 40 ft (8 squares), climb 20 ft.
Attack:
Full Attack: Bite +7 melee (1d6+3) and 2 claws +2 melee (1d3+1)
Atk Options: pounce, rake
Space / Reach: 5 ft / 5 ft
Abilities: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Hide +8*, Jump +11, Listen +8, Move Silently +8, Spot +6
SQ: evasion, share spells
Wil'ancyn CR
10
Female human wizard 8 cleric 3
NG with lawful tendencies Size Medium humanoid
Init: -1 Senses: Listen +2, Spot +2
Languages: common, aquan, auran, gnoll
AC: 18 (-1 dex, +1 deflection, +4 mage armor, +4 shield) touch 10, flatfooted 10
HP: 48 (HD 8d4+3d8+10)
Fort: +2+1 Ref: +2-1 Will: +6+2
Move: 30 ft.
Attack: flail +6 (1d8)
Full Attack: flail +6 (1d8)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +4 Grapple: +5
Abilities Str 13 Dex 9 Con 12 Int 17 Wis 14 Cha 11
SA: Turn Undead,
Feats: Scribe Scroll, Eschew Materials, Brew Potion, Improved Counterspell, Persuasive, Leadership, Craft Wand
Skills: 59 wiz, cleric 18: +14+1 Concentration, +7 Diplomacy, +7+2 Heal, +14 Knowledge Arcana, +14 Knowledge Religion, +7+2 Profession Clergy, +14+3 Spellcraft
Wizard Spells Prepared:
1st: 5 / day: mage armor, sheild, expiditious retreat, burning hands, enlarge person
2nd: 4 / day: glitterdust, web, protection from arrows, invisibility
3rd: 4 / day: heroism, blink, slow, fireball
4th: 2 / day: black tentacles, stoneskin
Cleric Spells Prepared:
1st: 3+1 / day: bless, divine favor, shield of faith, sanctuary*
2nd: 2+1 / day: aid, shield other*, silence
Domains: protection, water
Familiar: dove
CG Female True Dragon
Medium Size CR 6
Init: +0 Senses: Darkvision 120 ft, Blindsense 60 ft, Lowlight Vision x 4
Listen +15 Spot +15
AC: 19 (+9 natural), touch 10, flat-footed 19
HP: 85 (HD 10d12+20)
F: +9 R: +7 W: +8
Immunities: Fire
Weaknesses: Vulnerability to cold
Move: 60 ft., burrow 30 ft., fly 200 ft. (poor)
Attack: +12 bite 1d8 + 2
Full Attack: +12 bite 1d8+2, +7 (2)claws 1d6+1, +7 (2)wings 1d4+1
Space / Reach: 5 ft./5 ft.
Base Attack: +10 Grp: +12
Abilities: Str: 15 Dex: 10 Con: 15 Int: 12 Wis: 13 Cha: 12
Feats: Power Attack, Improved Sunder, Hover, Investigator
Skills: 79 +12+1 Bluff, +13+1+2 Gather Information, +14+1 Listen, +14+1 Search, +14+1+2 Spot, +12+1
Breath Weapon (Su): A brass dragon has two types of breath weapon, a 60 ft. line of fire for 3d6 points of damage and a 30 ft. cone of sleep. Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon. DC 17
Monday, March 26, 2007
Melangell Blackwing, Wizard
As a young girl, Melangell took to magery like a swan to water. Some of the presitesses were reluctant to teach her, but she was always the brightest and quickest student, and quite charming when she wanted to get her way.
At the age of thirteen, chafing under the sternly watchful eyes of the temple mothers, she left to find her own way in the world. Stubborn and headstrong, only her keen wits and her strong magic allowed her to survive her adolescence. Many villages through which she wandered still curse her name. A few in those villages thank the gods she came to them.
Eventually she was lured to the remote tower of Vegarin the Drake-master for his own nefarious purposes. After many contests she eventually defeated him in a wizard's duel. His petrified form still stands in her foyer, captured in the midst of casting a spell, covered in cloaks and hats. She still uses his abode as a home, with it's well-stocked library and alchemical laboratories, though her wanderlust means she is rarely there.
Grown to full womanhood, Melangell has matured somewhat. She is still known to make snap decisions, and can be very cruel when she feels slighted, but has finally arrived at a place in her life where she feels that she has adequate control over her own destiny, which allows her to relax slightly.
A darkly beautiful woman with fine clear features, dark, straight hair, and a slight frame, Melangell's deamonic heritage is betrayed by her red eyes and small horns, and by her thin spade-tipped tail, which she carefully conceals beneath her dresses and cloaks.
Melangell Blackwing CR 13
female tiefling wizard 13
CN (with good tendencies) Size Medium humanoid
Init: +1 Senses: Darkvision 60 ft. Listen +2, Spot +2
Languages: common, abyssal
AC: 15 (+4 armor, +1 dex) touch 11, flatfooted 14
HP: 60 (HD 13d4+26) rolls - 4,2,3,1,3,3,3,3,4,1,3,1,3 + 26
Resist: cold 5, electricity 5, and fire 5
Fort: +4+4+1 = +9 Ref: +4+4+1 = +9 Will: +8+4+2 = +14
MV: 30 ft.
Attack: +8 ranged touch
Full Attack: weapon +? (damage / crit range)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +5
Abilities Str 8 (-1) Dex 12 (+1) Con 12 (+1) / 14 (+2) Int 21 (+5) / 25 (+7) Wis 15 (+2) Cha 13 (+1)
SQ: teifling qualities
SA: teifling abilities, Scry on familiar
Feats: 5+2 + Scribe Scroll, Spell Focus Evocation, Spell Focus Transmutation, Spell Penetration, Craft Wand, Spell Mastery (dispel magic, magic missile, gaseous form), Improved Familiar (pseudodragon), Spell Focus Enchantment, Alertness (from familiar)
Skills: 101 +7 skill points: Bluff 7+1, Concentration +12+2, Craft (jewelery / art objects) +3+7, Craft (woodworking) +2+7, Decipher Script +3+7, Gather Information +7+1, Knowledge (arcana) +13+7, Knowledge (dung.) +5+7, Knowledge (history) +5+7, Knowledge (geography) +5+7, Knowledge (religion) +5+7, Knowledge (the planes) +5+7, Hide +2+1, Spellcraft +14+7, languages: common, abyssal, undercommon, auran, elven, draconic, celestial
Spells Available: (DC 17 + spell level)
0th: 4 / day: prestidigitation, detect magic
1st: 6 / day: shield, magic missile, burning hands, ray of enfeeblement, charm person, reduce person, alarm, identify, mage armor, protection from evil, comprehend languages, feather fall
2nd: 6 / day: glitterdust, alter self, invisibility, scorching ray, knock, detect thoughts, resist energy, mirror image, arcane lock, earthbind *, locate object, see invisibility, rope trick
3rd: 6 / day: gaseous form, slow, fly, dispel magic, protection from energy, suggestion, lightning bolt, major image, fireball, arcane sight
4th: 5 / day: minor creation, polymorph, enervation, fire shield, stoneskin, scrying, bestow curse, greater invisibility, dragonskin *, sending
5th: 4 / day: cone of cold, teleport, hold monster, break enchantment, fabricate, baleful polymorph, telekenisis
6th: 3 / day: analyze dweomer, disintigrate, greater dispel magic, chain lightning, repulsion
7th: 2 / day: insanity, mage's sword, grasping hand, forcecage
* Draconomican
Spell-Like Abilities: Summon Familiar
Spellbook: see above
Posessions: (110,000 gp - 105,375 -322) masterwork silver dagger 322gp, wand of scorching ray (11th) 8250 gp, wand of lightning bolt (10th) 11250 gp , wand of magic missile (9th level) 3,375 gp, wand of enervation 10,500 gp, cloak of resistance +4 16k, headband of intelect +4 16k, amulet of health +2 4k, bracers of armor +4 16k gp, boots of flying 16k gp, Deep Purse 2k, Handy Haversack 2k, spell components, 4,303 gp in coins and gems
Vorel Kethend, pseudodragon familliar:
NG Male Tiny Dragon
Init: +2 Senses: blindsense
Listen +9 Spot +9
AC: 25 (+2 size, +2 Dex, +11 natural), touch 14, flat-footed 23
HP: 15 (HD 2d12+2) - 25 HP (HD 13)
Fort +4, Ref +5, Will +4
MV: 15 ft. (3 squares), fly 60 ft. (good)
Attack: Sting +6 melee (1d3-2 plus poison)
Full Attack: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1)
Space / Reach: 2½ ft./0 ft. (5 ft. with tail)
Base Attack: +2 Grp: -8
Abilities: Str 6, Dex 15, Con 13, Int 12, Wis 12, Cha 10
Feats: Alertness, Weapon FinesseB
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
SA: Poison, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind, Spell resistance,
SQ: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.
Poison (Ex) Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense (Ex) A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.
Telepathy (Su) Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Detailed Special Ability or Attacks (Su): darkness 1/day as 13th level caster.
XP: 750,000 - 2670 for wand crafting - 790,000
Tiefling characters possess the following racial traits.
* +2 Dexterity, +2 Intelligence, -2 Charisma.
* Medium size.
* A tiefling’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
* Racial Feats: A tiefling gains feats according to its class levels.
* Special Attacks (see above): Darkness.
* Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
* Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
* Favored Class: Rogue.
* Level adjustment +1.
Wednesday, February 28, 2007
Nazur Tscheryn
The renouned mage of Charille created many magic items found in the realm.Outclassed in his youth by other mages of the day, notably Djander, he spent much of his early adulthood amassing a fortune crafting magic items for the merchant and the upper classes. This enabled him to practice magics with minimal supervision, especially by the authorities of the kingdom. There are those who say he experimented with dark magic, but he actually remained clear of the school of necromancy, which tempted him at every turn in his research.
Over his career, he has gone down in history as the creator of many magic items found within the realm:
Bag of Haggling
Brooch of Tangents
Ring of Melding
Cloak of Midnight
Helm of Hiding
Appraiser's Gem
Rod to Ruin
Nazur's Wand and its many variants
many warded coffins
In his golden years, he has created a potpourri mixture of reagents he calls Magedust which has been known to improve the duration of certain schools of magic, among other effects.
Speaking to him of Djander (even to this day) sends him into a rage.
Nazur Tscheryn
Medium-size Male Human
Diviner15
Hit Dice: (15d4)+15
Hit Points: 63
Initiative: +0
Speed: Walk 30 ft.
AC: 10 (flatfooted 10, touch 10)
Attacks: *Dagger +1 +8/+3;*Dagger +1 (Thrown) +8/+3; ;
Damage: *Dagger +1 1d4+1;*Dagger +1 (Thrown) 1d4+1; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 bonus to Spellcraft when learning Divination, Summon Familiar
Saves: Fortitude: +6, Reflex: +5, Will: +11
Abilities: STR 11 (+0), DEX 10 (+0), CON 13 (+1), INT 29 (+9), WIS 15 (+2), CHA 8 (-1)
Skills: Appraise 14; Balance 1; Bluff -1; Climb 0; Concentration 19; Craft (Alchemy) 15; Craft (Gemcutting) 14; Craft (Untrained) 9; Decipher Script 14; Diplomacy -1; Disguise -1; Escape Artist 0; Forgery 11; Gather Information 1; Heal 2; Hide 0; Intimidate -1; Jump 0; Knowledge (Arcana) 15; Knowledge (Architecture and Engineering) 12; Knowledge (Dungeoneering) 14; Knowledge (Geography) 17; Knowledge (History) 16; Knowledge (Local) 14; Knowledge (Nature) 12; Knowledge (Nobility and Royalty) 13; Knowledge (The Planes) 16; Listen 2; Move Silently 0; Profession (Bookkeeper) 3; Ride 1; Search 11; Sense Motive 3; Speak Language(Elven, Celestial, Draconic) 3; Spellcraft 29; Spot 3; Survival 2; Swim 0;
Feats: Craft Rod, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Penetration, Heighten Spell, Maximize Spell, Scribe Scroll, Spell Penetration
Challenge Rating: 15
Alignment: Chaotic Neutral
Possessions: Dagger +1; Headband of Intellect +6; Ring of Mind Shielding; Rod of Negation; Wand of Mirror Image;
Spells:
Spells per Day: (4+1/7+1/6+1/6+1/6+1/6+1/4+1/3+1/2+1/ DC:19+spell level)
Wizard - Known:
Level 0: Acid Splash, Arcane Mark, Bullet, Cipher, Control Shadow, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Dim Illumination, Ember, Flare, Ghost Sound, Granitehand, Light, Mage Hand, Mending, Message, Night-Vision, Open/Close, Prestidigitation, Puff of Wind, Ray of Frost, Read Magic, Resistance, Shovel, Signal Fire, Sort, Spark, Spectral Dart, Trip
(more to list later)
Sunday, February 11, 2007
Djander
In his youth, Djander outcast his contemporaries in every mage competition. But those were days when the citizens were less superstitious, when the Kingdom of Vandor stretched over the northern lands and magic was revered. His successes granted him access to the king, who hired him as the kingdom's chief mage and counsel.For the next twenty years, Djander researched and developed most of the new magic in Vandor while the kingdom's power waned. During this time, he began to experiment with Time magic. When the king passed, the land split into the Ten Princedoms. In the smallest princedom, the Isle of Trochu, Djander lives today, though he splits his arcane consulting services among all ten princes.
Slightly absent-minded and short-tempered in his old age, Djander remains very active, and occasionally consults on and develops magic items in his working retirement. In his consulting position with the king, his successes included:
Medium-size Male Human
Wizard15
Hit Dice: (15d4)
Hit Points: 45
Initiative: -1
Speed: Walk 30 ft.
AC: 11 (flatfooted 11, touch 11)
Attacks: *Dagger +1 +7/+2;*Dagger +1 (Thrown) +7/+2; ;
Damage: *Dagger +1 1d4;*Dagger +1 (Thrown) 1d4+1; ;
Vision: near-sighted, so wears corrective lenses
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Summon Familiar
Saves: Fortitude: +5, Reflex: +4, Will: +14
Abilities: STR 9 (-1), DEX 8 (-1), CON 11 (+0), INT 29 (+9), WIS 21 (+5), CHA 16 (+3)
Skills: Appraise 11; Balance -1; Bluff 3; Climb -1; Concentration 18; Craft (Alchemy) 22; Craft (Untrained) 9; Decipher Script 22; Diplomacy 7; Disguise 3; Escape Artist -1; Forgery 9; Gather Information 3; Heal 5; Hide -1; Intimidate 3; Jump -1; Knowledge (Arcana) 27; Knowledge (Architecture and Engineering) 10; Knowledge (Geography) 12; Knowledge (History) 15; Knowledge (Local) 10; Knowledge (Nobility and Royalty) 27; Knowledge (The Planes) 12; Listen 5; Literacy 1; Move Silently -1; Profession (Bookkeeper) 7; Ride -1; Search 9; Sense Motive 5; Speak Language(Abyssal, Celestial, Draconic, Elven) 4; Spellcraft 29; Spot 5; Survival 5; Swim -1; Use Magic Device 4;
Feats: Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Heighten Spell, Improved Familiar, Maximize Spell, Scribe Scroll, Spell Penetration
Challenge Rating: 15
Alignment: Neutral Good
Possessions: Boots of Levitation; Dagger +1; Headband of Intellect +6; Outfit (Scholar's); Periapt of Wisdom +2; Ring of Mind Shielding; Ring of Protection +2; Robe of Useful Items;
Spells: (many, but try asking him for a list!)
Familiar: Charm, Pseudodragon

