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QUEEQUEG CR 19 * 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. |
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Amulet of Far Reaching Price (Item Level): 3,000 gp (7th) 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 |
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Bell of Service Price (Item Level): 2,400 gp (7th) 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 |
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Crown of Lapis Body Slot: Head 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 In addition, the wearer is immune to petrification of any sort. |
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Gem of Insight Price (Item Level): 2,000 gp (6th) 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 |
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Hourglass of Fire and Ice Price (Item Level): 13,500 gp (14th) 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 |
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Ioun Stone - Deep Black Sphere Price (Item Level): 12,000 gp (13th) 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 |
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Ioun Stone - Green Sphere Price (Item Level): 8,000 gp (11th) 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 |
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Rod of the Seas Price (Item Level): 32,000 gp (16th) This rod of strange blueish stone and metal allows the wielder to cast the following spells: fog cloud 1/day 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 |
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Tabard of the Mystics Price (Item Level): 90,600 gp (20th) 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) |
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TROUBLE, ARCTIC FOX FAMILIAR
CR n/a * In areas of snow, ice, or tundra, Trouble gains a +8 racial bonus on Hide checks. |
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ADVANCED SHIELD GUARDIAN CR
n/a 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 guardians 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 spells 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.