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QUEEQUEG
Hero of the Gem, Master of the College of Invocation in Ferrantio

QUEEQUEG CR 19
Male human Evoker 19
CG Medium humanoid (human)
Init +4; Senses see in magical or normal darkness 30 ft, Listen +9 (+11 when familiar in reach), Spot +12 (+14 when familiar within reach)
Languages Common, Ice People, Aquan, Goblin


AC 20, touch 13, flat-footed 20
hp 90 (19 HD)
Immune confusion, insanity, magic missile (from persistent shield spell), pertification
Resist fire 5
Fort +13, Ref +11, Will +19; +1 luck bonus on saves against gases, +4 bonus to saves against enchantment spells and effects, +1 bonus to saves against magic jar

Spd 30 ft (6 squares)
Melee staff of the iceberg [as +2 icy burst quarterstaff] +11/+6 (1D6+2 plus 1D6 cold); or
Melee +1 stone dagger +10/+5 (1D4+1)
Space 5 ft; Reach 5 ft
Base Atk +9; Grp +9
Atk Options Energy Substitution (acid), Extend Spell, Persistent Spell, Purify Spell, Quicken Spell
Combat Gear staff of the iceberg (19 charges), +1 stone dagger, crown of lapis, hourglass of fire and ice, rod of the seas, wand of resist energy (fire) (CL 3, 50 charges), wand of shield (CL 1, 50 charges), wand of protection from evil (CL 1, 49 charges), wand of bear's endurance (CL 10, 17 charges), amulet of far reaching*, arcane scroll of dispel magic (CL 7), arcane scroll of gust of wind (CL 9), arcane scroll of ghost form (CL 16), arcane scroll of rainbow pattern (CL 7), arcane scroll of arcane lock (CL 8), arcane scroll of interposing hand (CL 10), arcane scrolls of greater planar binding (2) (CL 14), elixir of fire breath, potion of reduce person (CL 6)
Wizard Spells Prepared (CL 19, +9 melee touch, +9 ranged touch)
9th - meteor swarm (DC 29), reaving dispel, sunburst (purified) (DC 28), time stop
8th - delayed blast fireball (purified) (DC 26), dimensional anchor (quickened), mind blank, polar ray, prismatic wall (DC 26)
7th - banishment (DC 25), delayed blast fireball (2) (DC 27), prismatic spray (DC 27), shield (persistent), true seeing (extended)
6th - chain lightning (DC 26), cone of cold (purified) (DC 25), greater dispel magic (2), overland flight (extended), true seeing
5th - cone of cold (2) (DC 25), sending, stoneskin (extended), true strike (quickened), wall of force
4th - assay spell resistance (2), dimensional anchor, fire shield, stoneskin, tongues (extended)
3rd - clairaudience/clairvoyance, daylight, deep slumber (DC 21), fireball (DC 23), fly, water breathing
2nd - detect thoughts (DC 20), gust of wind (2) (DC 22), knock, locate object, shatter, whispering wind
1st - comprehend languages, colour spray (DC 19), erase, identify, magic missile (3)
0 - arcane mark, light, mending, message, prestidigitation
Persistent - shield (reflected in above statistics)
Permanent - read magic, detect magic, see invisibility
Chain Contingency (whenever hostile spell is cast in his presence) - globe of invulnerability, extended greater blink, extended anticold sphere
Barred Schools conjuration and necromancy

Abilities Str 10, Dex 11, Con 14, Int 26, Wis 16, Cha 18
SQ familiar benefits (Alertness, empathic link, scry on familiar 1/day), summon familiar (arctic fox named Trouble)
Feats Energy Substitution (acid), Extend Spell, Extra Slot (8th level), Greater Spell Focus (evocation), Improved Counterspell, Improved Initiative, Persistent Spell, Purify Spell, Quicken Spell, Reactive Counterspell, Scribe Scroll, Spell Focus (evocation)
Skills Concentration +24, Craft (alchemy) +11, Diplomacy +7, Heal +7, Hide +3, Intimidate +9, Jump +2, Knowledge (arcana) +29, Knowledge (geography) +16, Knowledge (history) +13, Knowledge (nature) +13, Knowledge (planes) +13, Listen +9 (+11 when familiar in reach), Search +10, Sense Motive +4, Spellcraft +31, Spot +12 (+14 when familiar in reach), Swim +3, Use Rope +2
Possessions
combat gear plus tabard of the mystics**, ring of spell turning, hand of the mage, brooch of shielding (93 points of damage remaining), amulet of proof against detection and location*, gem of insight, cloak of resistance +5, bracers of armour +3, ring of protection +3, ioun stone (green sphere), ioun stone (clear spindle), ioun stone (deep black sphere), bell of service, shield guardian amulet*, implements of binding +6*, greater amulet of the silver tongue*, spell books (6), spell component pouch, masterwork potion belt, scroll organizer
Spellbook
spells prepared plus
9th - chain contingency, mage's disjunction, shades, unbinding
8th - clenched fist, freedom, polymorph any object, protection from spells, symbol of insanity
7th - forcecage, grasping hand, greater scrying, mage's sword, mass invisibility, project image, reverse gravity
6th - antimagic field, contingency, freezing sphere, globe of invulnerability
5th - anticold sphere, break enchantment, feeblemind, greater blink, passwall, prying eyes, telekinesis, transmute rock to mud
4th - fear. ice storm, lesser globe of invulnerability, mass darkvision, phantasmal killer, polymorph, rainbow pattern
3rd - blink, dispel magic, slow, spell vulnerability
2nd - bull's strength, darkness, levitate, mirror image, protection from arrows
1st - burning hands, detect undead, feather fall, floating disc, silent image
0 - cough, dancing lights, daze, detect poison, electric jolt, flare, ghost sound, launch bolt, mage hand, open/close, read magic, resistance, shelve, silent portal

* These items are not usually worn by Queequeg and are not included in his statistics

** Usually has a symbol of insanity (DC 26) cast into the tabard.

As head of the College of Invocation and ruler of a Canton of the Kingdom of Slumber, Queequeg has access to almost any arcane spell of 5th level or lower that is not from his barred schools of magic. In addition, he has access to all arcane evocation spells of 6th level. These are in addition to the spells he carries in his personal spellbooks above.


Amulet of Far Reaching

Price (Item Level): 3,000 gp (7th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC 17) no school
Activation: Swift (command)
Weight: -

The wearer of this amulet gains the benefit of the Enlarge Spell feat for 7 levels of spells per day of arcane spells of levels 1-3.

Prerequisites: Craft Wondrous Item, Enlarge Spell
Cost to Create:
1,500 gp, 120 XP, 135 days

Bell of Service

Price (Item Level): 2,400 gp (7th)
Body Slot: - (held)
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: Standard (command)
Weight: 1 lb.

This bell is carved with tiny humanoid figures performing menial tasks. When rung, the bell casts an unseen servant spell. The servant obeys the ringer of the bell as if he were the caster. If the servant is destroyed, the bell loses all of its magical properties. The servant may be summoned three times per day.

Prerequisites: Craft Wondrous Item, unseen servant
Cost to Create:
1,200 gp, 96 XP, 108 days

Crown of Lapis
Major Artifact

Body Slot: Head
Caster Level: 20th
Aura: Strong; (DC 25) transmutation
Activation: Standard (command)
Weight: 5 lbs.

This crown is made entirely from a single piece of lapis lazuli. An artifact of an unknown ancient fey culture, it was liberated from a circle of trolls that had been turned to stone in central Jerranq.

The wearer of the crown may invoke the following powers:

stone shape 3/day
transmute mud to rock 1/day
transmute rock to mud 1/day
flesh to stone 1/day
stone to flesh 1/day

In addition, the wearer is immune to petrification of any sort.

Gem of Insight

Price (Item Level): 2,000 gp (6th)
Body Slot: -
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: -
Weight: -.

This rune enrgaved gem imparts a +1 enhancement bonus to Int and Wis, but only after being held in the continuous possession of its bearer for 3 months. If the gem is ever removed from possession of the bearer for more than 24 hours, the bonus is lost.

Prerequisites: Craft Wondrous Item, fox's cunning, owl's wisdom
Cost to Create:
1,000 gp, 80 XP, 90 days

Hourglass of Fire and Ice

Price (Item Level): 13,500 gp (14th)
Body Slot: -
Caster Level: 7th
Aura: Moderate; (DC 18) transmutation
Activation: - and Full Round (manipulation)
Weight: 1 lb.

This small hourglass has one of its bulbs comprised of red-tinted glass and the other comprised of blue-tinted glass. The glass can be tipped so that the sand quickly runs to one bulb or the other. Changing the sand is a full round action that provokes an attack of opportunity. Each time the sand is changed, there is a 1% non-cumulative chance that the hourglass shatters, rendering it useless.

The hourglass need not be held by the wielder in order to benefit from its effects. It must, however, be on the wielder's person.

While the sand is in the red bulb, all spells cast by the wielder with the fire descriptor gain +1 DC and do an extra +1 damage per die of fire damage caused by the spell. If the spell does a set amount of fire damage without any dice, then it add +1 to the damage.

While the sand is in the blue bulb, all spells cast by the wielder with the cold descriptor gain +1 DC and do an extra +1 damage per die of cold damage caused by the spell. If the spell does a set amount of cold damage without any dice, then it add +1 to the damage.

The hourglass only function for spells and does not function for spell-like abilities or supernatural abilities.

Prerequisites: Craft Wondrous Item, fireball, ice storm
Cost to Create:
6,750 gp, 540 XP, 1 year 244 days (608 days)

Ioun Stone - Deep Black Sphere

Price (Item Level): 12,000 gp (13th)
Body Slot: -
Caster Level: 12th
Aura: Moderate; (DC 21) abjuration
Activation: -
Weight: -

This ioun stone allows its user to see normally in all types of darkness, magical or otherwise, as if it were daylight.

Prerequisites: Craft Wondrous Item, creator must be 12th level
Cost to Create:
6,000 gp, 480 XP, 1 year 176 days

Ioun Stone - Green Sphere

Price (Item Level): 8,000 gp (11th)
Body Slot: -
Caster Level: 12th
Aura: Moderate; (DC 21) abjuration
Activation: -
Weight: -

This ioun stone provides a +1 luck bonus to saves against gases, clouds, and fogs of all sorts (including spells such as cloudkill) as well as any other effects that rely on inhalation by the victim.

Prerequisites: Craft Wondrous Item, creator must be 12th level
Cost to Create:
4,000 gp, 320 XP, 360 days

Rod of the Seas

Price (Item Level): 32,000 gp (16th)
Body Slot: - (held)
Caster Level: 13
Aura: Moderate; (DC 21) illusion
Activation: Standard (command)
Weight: 4 lbs.

This rod of strange blueish stone and metal allows the wielder to cast the following spells:

fog cloud 1/day
major image 1/day
programmed image 1/week

However, if not wielded within close proximity to the ocean (within 500 ft of a large body of salt water), any powers require a DC 15 Concentration check to activate. If the check fails, the activation is treated as having been used.

Prerequisites: Craft Rod, fog cloud, major image, programmed illusion
Cost to Create:
16,000 gp, 1,280 XP, 3 years 348 days

Tabard of the Mystics

Price (Item Level): 90,600 gp (20th)
Body Slot: Torso
Caster Level: 15
Aura: Strong; (DC 22) abjuration
Activation: - and Swift (command)
Weight: 1 lb.

This tabard (which uses the vest body slot) grants its wearer resistance to fire 5, immunity to insanity (including the effects of confusion spells and related spells and effects), as well as a +4 bonus to saves against enchantment spells and effects and a +1 bonus to saves against magic jar. In addition, the tabard itself is completely immune to fire.

Finally, a symbol spell may be cast upon the tabard, in which case it becomes invisible and inactive and may be triggered by the wearer of the tabard. When so triggered, the symbol will flare visible. The wearer of the tabard is never affected by the triggering this symbol spell.

Prerequisites: Craft Wondrous Item, greater resistance, magic jar, protection from chaos/evil/good/law, resist energy, symbol (any)
Cost to Create:
45,300 gp, 3,624 XP, 11 years 73 days

TROUBLE, ARCTIC FOX FAMILIAR CR n/a
N Small animal
Init +3; Senses low-light vision, scent; Listen +4, Spot +4


AC 25, touch 14, flat-footed 22; improved evasion
hp 54 (19 HD)
SR 24
Fort +5, Ref +9, Will +12

Spd 40 ft (8 squares)
Melee bite +12 (1D4-2)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp -6

Abilities Str 6, Dex 17, Con 8, Int 15, Wis 13, Cha 6
SQ familiar benefits (empathic link, deliver touch spells, improved evasion, share spells, speak with canines, speak with master)
Feats Alertness, Weapon Finesse
Skills
Hide +9*, Listen +7, Spot +10

* In areas of snow, ice, or tundra, Trouble gains a +8 racial bonus on Hide checks.

ADVANCED SHIELD GUARDIAN CR n/a
N Huge construct
Init +0; Senses darkvision 60 ft, low-light vision; Listen +0, Spot +0


AC 26, touch 8, flat-footed 26
hp 188 (25 HD); fast healing 5
SR 28
Fort +8, Ref +8, Will +8

Spd 30 ft (6 squares)
Melee 2 slams +27 (2D6+10)
Space 15 ft; Reach 15 ft
Base Atk +0; Grp -6
Atk Options guard
Special Actions spell storing (dispel magic CL 18, to be cast if Queequeg is immobilized or incapacitated by magic)

Abilities Str 30, Dex 10, Con -, Int -, Wis 10, Cha 1
SQ construct traits, find master

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Shield Other (Sp) The wearer of a shield guardian’s amulet can activate this defensive ability if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (this ability does not provide the spell’s AC or save bonuses).

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Experience Points: 179,978

Born: 5484

One of the strangest and most unique of the Heroes of the Gem, Queequeg was apprentice to a shaman of the distant Ice People of the far north. During a magic ritual something went wrong and Queequeg was teleported thousands of miles to the south with no way to return to his people. This turned out not to be too much of a problem, as Queequeg was eager to explore this strange new world into which he had blundered. His fish-out-of-water uniqueness quickly brought him to the attention of Jerrgobe the White, who recognized Queequeg's adeptness as an invoker and saw a need for the Heroes to be able to wield violent magical energies against the forces of the Deceiver. And so, Queequeg joined with the Heroes, and although they accepted him quickly as one of their own, Queequeg always found himself shunned by the institutions of the civilized world. Such shunning wounded the normally affable Queequeg deeply, especially when the College of Invocation at Ferrantio in Imtorr refused him admission.

During his many adventures with the Heroes, Queequeg came into possession of a great many unusual magic items, such as his famed hourglass of fire and ice, his crown of lapis, and a fair number of ioun stones so that his visage was just as known for the stones whizzing around his head as for the many tattoos that marked his flesh or the various hats and headwear that he wore upon his head.

Despite an almost comical appearance and disarming naivete, Queequeg is a proficient spellcaster and often has to be restrained by his companions from tossing fireballs and lightning bolts at the slightest provocation. Queequeg relishes the sight, sound, and smell of massive evocation spells and exalts in wielding great magical energies.

Queequeg's strange nature and heritage made him stand out amongst the Heroes, and he is credited with single-handedly (and rather inadvertantly) causing a demand for Ice People goods and trinkets in the Anotrian Empire in the post-war years. After the fall of the Deceiver, Queequeg was made ruler of one of the Cantons of Slumber. However, he has returned to his people from time to time and also embarked on a short crusade against the College of Invokers at Ferrantio wherein he took sublime revenge upon the haughty mages who had shunned him years before and became the master of that college, though he runs the college in absentia usually through the offices of the wizard Mordekai.

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