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| FENDARION CR
17 Male human Rogue 9/Spymaster 7/Wizard 1 CG (undetectable alignment) Medium humanoid (human) Init +4; Senses trapfinding; Listen +10 (+2 bonus when familiar near), Spot +10 (+2 bonus when familiar near, +7 bonus to spot scrying sensors) Languages Common, Abyssal, Infernal, Elvish AC 23, touch 16, flat-footed 23; improved uncanny dodge, trap sense +3, uncanny dodge hp 76 (17 HD) Fort +8, Ref +15 Will +8 (+7 bonus vs scrying attempts); evasion, slippery mind, trap sense +3 Spd 30 ft (6 squares) Melee +2 binding longsword +13/+8/+3 (1d8+2) Ranged +2 dispelling shortbow +17/+12/+7 (1d6+2) Space 5 ft; Reach 5 ft Base Atk +11; Grp +11 Atk Options sneak attack +7d6 Special Actions detect thoughts (from medallion), dispel scrying (CL 17, 6/day), ethereal jaunt 1/day (from chain shirt), meld into stone 1/day (from cloak) Combat Gear +2 binding longsword, +2 dispelling shortbow, hat of disguise, medallion of thoughts, chime of opening (10 charges), ring of x-ray vision, wand of invisibility (CL 3, 50 charges), wand of lesser orb of sound (CL 9, 50 charges), wand of mage armour (CL 1, 50 charges), arcane scroll of protection from evil (3) (CL 1) Wizard Spells Prepared (CL 1, 5% spell failure, +0 melee touch, +2 ranged touch): 1st - expeditious retreat, shield 0 - amanuensis, detect poison, message Spell-Like Abilities (CL 7): At will - magic aura Abilities Str 10, Dex 19, Con 12, Int 16, Wis 10, Cha 14 SQ cover identies (Medwyn the teaching assistant, Estimros the cooper, Urymini the drover), deep cover, familiar (alertness, empathic link, share spells), quick change, undetectable alignment Feats Blind-Fight, Combat Expertise, Fearless Destiny, Heroic Destiny, Master Manipulator, Scribe Scroll, Skill Focus (bluff) Skills Balance +11, Bluff +18 (+20 in identity), Climb +0 (+2 using rope), Concentration +4, Decipher Script +8, Diplomacy +22, Disable Device +12, Disguise +17 (+21 in identity, +2 bonus when acting or being observed), Escape Artist +12 (+14 to escape ropes), Forgery +10, Gather Information +15 (+17 in identity), Hide +17, Intimidate +12, Jump +7, Knowledge (local) +10, Knowledge (nobility and royalty) +8, Listen +10 (+2 bonus when familiar near), Move Silently +17, Open Lock +17, Search +16, Sense Motive +19, Sleight of Hand +14, Spellcraft +6, Spot +10 (+2 bonus when familiar near, +7 bonus to spot scrying sensors), Survival +0 (+2 to find or follow tracks), Tumble +20, Use Rope +9 (+11 binding) Possessions combat gear plus +2 glassteel chain shirt of etherealness (+1 nonmagical enhancement to AC), gloves of dexterity +4, ring of protection +2, cloak of stone, diadem of disenchantment (5 charges), boots of shadowstepping (50 charges), gem of magic missile protection (29 charges), pearl of power (level 1), thistledown suit, spell component pouch, spell book, masterwork disguise kit (10 uses), masterwork thieves' tools Spellbook spells prepared plus 1st - comprehend languages, detect secret doors, drug resistance, friendly face, identify, instant locksmith, instant search, ironguts, low-light vision, mount, scholar's touch 0 - acid splash, arcane mark, caltrops, dancing lights, daze, detect magic, disrupt undead, electric jolt, flare, ghost sound, launch item, light, mage hand, open/close, ray of frost, read magic, resistance, silent portal, stick |
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Boots of Shadowstepping Price (Item Level): 28,000 gp (16th) These boots are made of a strange, dark-grey leather. They allow the wearer to dimension door, but each use expends 1 charge. The boots are made with 50 charges, and once all charges have been expended the boots become nonmagical. Prerequisites: Craft Wondrous Item, dimension door |
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Diadem of Disenchantment Price (Item Level): 3,000 gp (8th) This circlet of copper is fronted by a silver and sapphire triangle. While worn, the weare gains a +1 bonus to Will saves. In addition, the diadem negates any hostile enchantment spell or effect that targets the wearer five times. After having negated its fifth hostile enchantment, the diadem crumbles to dust. The wearer can decide whether or not to negate a hostile enchantment, but such a decision must be made before any SR is checked or any saves are made. Prerequisites: Craft Wondrous Item, greater resistance |
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Gem of Magic Missile Protection Price (Item Level): 3,000 gp (8th) This large blue gem protects it bearer against magic missiles. It is specifically attuned to convert such spell energy into healing magic. Whenever the bearer is struck by a magic missile spell, the gem absorbs each magic missile at a cost of 1 charge per missile so absorbed (for example, if a 7th level wizard casts all four magic missiles at the bearer, then 4 charges would be expended). For each missile absorbed, the bearer is healed an amount of hit points equal to the damage that would have been done by the magic missile. A fully charged gem can absorb 50 magic missiles. When all charges are expended, the gem crumbles to dust. Prerequisites: Craft Wondrous Item, shield, cure
moderate wounds |
| CHEEPAREEP CR
n/a Rat familiar N tiny animal Init +2; Senses low-light vision, scent; Listen +11, Spot +11 AC 15, touch 14, flat-footed 13 hp 38 (17 HD) Fort +5, Ref +13 Will +9; improved evasion Spd 15 ft (3 squares), climb 15 ft (3 squares), swim 15 ft (3 squares) Melee bite +15 (1d3-4) Space 2.5 ft; Reach 0 ft Base Atk +11; Grp -1 Abilities Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2 SQ familiar ( empathic link, share spells) Feats Stealthy, Weapon Finesse Skills Balance +15, Climb +12, Escape Artist +10 (+12 to escape ropes), Hide +22, Listen +11, Move Silently +14, Search +11, Spot +11, Swim +10 |
Experience Points: 136,000
Born: 5515