Thanks Green Giant for the heads up...I'm continuing my earlier work on the Magisters. Any requests can be messaged to me, but check the index for previous posts first.
Although this may become useless when 4th edition comes out, I've continued my work on the Magisters. A possible conversion for this is that there will always be a god of wizards, I'm guessing that Azuth will survive whatever is coming, so the Magister will be solely the servant of Azuth, like it would be for Boccob in Greyhawk.
So Here we go, Kurtal of Sreve, one of my favorites...
Kurtal of Sreve hp 182 (32d4+96 HD); DR ; CN male Tethyrian wizard 28/archmage 4 Init +5 (+2 Dex); Senses Listen +9, Spot +9. Languages Common, Draconic, Chondathan, Tethyrian, AC (+2 Dex) Immune 1 spell per level from 1st through 9th. Resist spell resistance 20. Fort +15, Ref +15, Will +20. Speed 30 ft. Melee +. Space 5ft; Reach 5ft. Base Atk +16/+11; Special Actions spells, spell-like abilities, arcane fire, Magister's step, imbuement. Spells CL 34 , CL 40 for evocation; 4/6/6/5/5/3/5/4/3/2/1/1/1; Spell-Like Abilities At will – feather fall (automatic), levitate, read magic, true seeing; 8/day – I; 6/day – I; 1/day – 1 spell per level from 1st – 9th; Abilities Str 12, Dex 15, Con 16, Int 22, Wis 15, Cha 8. SA high arcana – arcane fire, mastery of elements, spell power, spell-like ability's, arcane generosity, spellpurge, spell-like abilities. SQ mind blank, magister's step, spell focus, name attunement, the Magister's sigil, rapid preperation, Mystra's shield, magesight; Feats Spellcasting Prodigy, Alertness, Scribe Scroll, Improved Initiative, Craft Potion, Skill Focus (Spellcraft), Spell Focus (evocation), Craft Wand, Maximize Spell, Iron Will, Empower Spell, Spell Focus (divination), Vatic Gaze, Craft Contingent Spell, Skill Focus (Knowledge [arcana]), Greater Spell Focus (evocation), Epic Spell Focus (evocation), Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Skills Appraise 10, Concentration 25, Craft (bookbinding) 15, Gather Information 14, Heal 10, Hide 10, Knowledge (arcana) 35, Knowledge (geography) 19, Knowledge (history) 13, Listen +5, Profession (apothecary) 27, Search 8, Sense Motive 15, Spellcraft 35, Spot 5, Use Magic Device 17. Possessions As Magister and as an extremely powerful wizard he has access to any non-artifact item. Spellbook
Hook "I want to be left alone so I can continue my work. If you bother me I'll blast you to ashes.'' Description Born in the small village of Sreve, just north of the Cloud Peaks at the present northern border of Amn, Kurtal was apprenticed at a young age and witnessed the spell battle between his mentor and a rival wizard which killed his master. He then stole some spellbooks and minor magic and fled. Horribly ugly from a young age, he was taunted all through his young life until he was powerful enough to return to Sreve, destroy the wizard who had killed his master, and took up residence in a hillside fortress not far from town. He was known for a 'blast first, ask later' mentality but also to be incredibly generous with the magic he handed out through a cloud-like spectral image to young mages of little power. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows he to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day- 1 spell per level from 1st through 9th. Mind Blank (Su) The Magister is constantly protected by a heightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. He is also immune to: 1 spell per level from 1st through 9th. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour.
----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Magic of Faerun, Player's Handbook 3.5, Player's Handbook II, Complete Arcane, Complete Mage, Players Guide to Faerun, Epic Level Handbook
[FONT="Book Antiqua"]Arghorst Talandor[/FONT] LN male Tethyran wizard 21/archmage 5 hp 123 (21d4+42 , 5d4+10 HD); DR ; Init +1 (+1 Dex); Senses Listen +3, Spot +3. Languages Common, Tethyrian, Draconic, Dwarf, AC 11 (+1 Dex) Immune Resist spell resistance 20. Fort +9, Ref +9, Will +15. Speed 30 ft. Melee . Space 5ft; Reach 5ft. Base Atk +13/+8; Special Actions spells, spell-like abilities, arcane fire, Magister's step, imbuement.. Spells CL 27, 28 (Divination), 29 (Abjuration); 4/6/5/5/5/4/4/4/4/4/4 0 – arcane mark, dancing lights, flare, mage hand 1st – burning hands, mage armor, magic missile, protection from evil, sleep, unseen servant, 2nd – alter self, detect thoughts, invisibility, magic mouth, web, 3rd – dispel magic, fly, magic circle against evil, protection from energy, tongues, 4th – arcane eye, bestow curse, greater invisibility, polymorph, stoneskin, 5th – break enchantment, feeblemind, cone of cold, prying eyes, 6th – globe of invulnerability, greater dispel magic, legend lore, chain lightning, 7th – greater arcane sight, mass hold person, prismatic spray, project image, 8th – binding, greater shout, prismatic wall, protection from spells, 9th – imprisonment, Mordenkainen's disjunction, meteor swarm, shapechange, Spell-Like Abilities At will – feather fall (automatic), levitate, read magic, true seeing; 6/day – dimension door, water walk; 2/day – teleport; 1/day any 1 spell per level between 1st and 9th; Abilities Str 11, Dex 12, Con 14, Int 20, Wis 16, Cha 13. SA high arcana – arcane fire, mastery of elements, mastery of counterspelling, spell power, spell-like abilities, arcane generosity, spellpurge, spell-like abilities. SQ mind blank, magister's step, spell focus, name attunement, the Magister's sigil, rapid preperation, Mystra's shield, magesight; Feats Skill Focus (Spellcraft), Iron Will, Scribe Scroll, Improved Counterspell, Extend Spell, Persistent Spell, Spell Focus (Abjuration), Repeat Spell, Greater Spell Focus (abjuration), Spell Focus (divination), Craft Wondrous Item, Twin Spell, Craft Contingent Spell, Reactive Counterspell, Negotiator, Epic Counterspell, Skills Concentration 20, Craft (alchemy) 18, Craft (bookbinding) 8, Decipher Script 16, Diplomacy 12, Gather Information 8, Knowledge (arcana) 29, Knowledge (geography) 11, Knowledge (nature) 7, Knowledge (nobility and royalty) 12, Knowledge (the planes) 9, Sense Motive 10, Spellcraft 29. Possessions As the Magister of Mystra he has access to any non-artifact item. Spellbook As the Magister he has access to any spell from any source, even new spells not widely known. Feel free to insert your own spells into the campaign here.
Hook "Magic is wasted when uselessly attacking a rival, we should be working together so that it grows and evolves.'' Description The first widely loved Magister since Dorgon Stonecloak, he worked tirelessly while he was in office to aid those mages in need of guidance or instruction. He mitigated conflicts between mages, instructed endless numbers of mages, leaving behind spell scrolls or even small books, and was even said to offer appreciation on his killer's technique in spellcasting. He is one of the most valuable shadowstaves in Mystra's service, often being sent back to Faerun in mortal form to instruct a mage with promise or to oversee important projects. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows he to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day- 1 spell per level from 1st through 9th. Mind Blank (Su) The Magister is constantly protected by a heightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. He is also immune to: 1 spell per level from 1st through 9th. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour.
----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Player's Handbook 3.5, Player's Handbook II, Complete Arcane, Complete Mage, Players Guide to Faerun, Epic Level Handbook.
Here's one of the one's I've requested most often since I started doing this series, and I hope I did her justice...
[FONT="Book Antiqua"]Jhesiyra Kestellharp[/FONT] hp 110 (23d4+46 HD); DR ; NG female Netherese wizard 21/archmage 2 Init +7 (+3 Dex, +4 Improved Initiative); Senses Listen +6, Spot +6. Languages Common, Draconic, Dwarf, Elven, Gnome, Netherese, Loross, AC (+3 Dex) Immune . Resist . Fort +7, Ref +7, Will +13. Speed 30 ft. Melee Space 5ft; Reach 5ft. Base Atk +12/+7; Special Actions spells, spell-like abilities, arcane fire, imbuement. Spells CL 24, 25 (conjuration), 26 (evocation); 4/6/5/5/5/4/4/4/4/3 Spell-Like Abilities At will – feather fall (automatic), levitate, read magic, true seeing; 6/day – dimension door, water walk; 1 spell of every level between 1st and 9th; Abilities Str 11, Dex 16, Con 13, Int 20, Wis 19, Cha 17. SA high arcana – arcane fire, spell power, spell-like abilities, arcane generosity, spellpurge, spell-like abilities. SQ mind blank, magister's step, spell focus, name attunement, the Magister's sigil, rapid preperation, Mystra's shield, magesight. Feats Skill Focus (Spellcraft), Spell Focus (conjuration), Scribe Scroll, Improved Initiative, Craft Wondrous Item, Spell Focus (evocation), Alertness, Craft Wand, Maximize Spell, Twin Spell, Portal Master, Greater Spell Focus (evocation), Craft Contingent Spell, Improved Spell Capacity (10th). Skills Concentration 20/+23, Craft (alchemy) 16/+21, Craft (armorsmithing) 18/+23, Decipher Script 12/+17, Diplomacy 4/+7, Knowledge (arcana) 26/+31, Knowledge (architecture & engineering) 13/+18, Knowledge (history) 17/+22, Knowledge (local) 6/+11, Knowledge (the planes) 11/+16, Profession (scribe) 3/+8, Search 8, Sense Motive 6/+10, Spellcraft 26/+34. Possessions and Spellbook As magister, she has access to all non-artifact items and spells from any core product and all non-unique items and spells from any Forgotten Realms product.
Hook "When magic is nurtured through generously distributing knowledge and by caring experimentation rather than hoarding it in dark caverns filled with madness, it becomes beautiful and wondrous rather than dark and twisted. That is its ultimate purpose.'' Description The first widely loved Magister since Dorgon Stonecloak, he worked tirelessly while he was in office to aid those mages in need of guidance or instruction. He mitigated conflicts between mages, instructed endless numbers of mages, leaving behind spell scrolls or even small books, and was even said to offer appreciation on his killer's technique in spellcasting. He is one of the most valuable shadowstaves in Mystra's service, often being sent back to Faerun in mortal form to instruct a mage with promise or to oversee important projects.
Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows he to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day- 1 spell per level from 1st through 9th. Mind Blank (Su) The Magister is constantly protected by a heightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. He is also immune to: 1 spell per level from 1st through 9th. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour.
Sources Secrets of the Magister 2nd Ed., Player's Handbook 3.5, Complete Arcane, Complete Mage, Players Guide to Faerun, Epic Level Handbook, Dungeon Master's Guide, Complete Adventurer.
Embrae Aloevan, Chosen of Mystra and Sehanine CR 31 Female Moon Elf Ghost Wizard 19 CG Medium Undead (augmented humanoid, incoporeal) Init +7; Senses darkvision 60 ft., low-light vision; Listen +6, Spot +6 Languages Chondathan, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Illuskan, Orc ------------------------------------------------------------ AC 27, touch 18, flat-footed 24 (+3 Dex, +8 armor, +5 deflection, +1 insight) AC 27, touch 18, flat-footed 24 (+3 Dex, +8 armor, +5 deflection, +1 insight) against ethereal foes hp 135 (19 HD) Miss Chance 50% (incorporeal) Immunechill touch, touch of idiocy, fireball, phantasmal killer, cone of cold, flesh to stone, finger of death, horrid wilting, meteor swarm; ageless; Chosen immunities; electricity; undead immunities Resist turn resistance +4; SR 18 Fort +13 (+18 vs. lycanthropy), Ref +15, Will +22; +2 vs. enchantments; +5 sacred bonus against spells, spell-like effects, and supernatural abilities ------------------------------------------------------------ Speed fly 30 ft. (perfect) (6 squares) Melee incorporeal touch +12 (1d6) Melee incorporeal touch +8 (1d6-1) against ethereal foes Rangedmoonbow +12/+7 (special) Rangedmoonbow +12/+7 (special) against ethereal foes Base Atk +9; Grp +8 Atk Options deathsong, moonbow Special Actions silver fire Combat Gearamulet of empowerment (as greater metamagic rod of empower), ring of shooting stars Wizard Spells Prepared (CL 24th; 1d20+28 to overcome SR) 9th–foresight, Mordenkainen’s disjunction, wail of the banshee (DC 33), wish 8th–greater bestow curse (DC 32), moment of prescience, power word stun, scintillating pattern (DC 32) 7th–Bigby’s grasping hand (+41 grapple), greater teleport, prismatic spray (DC 31), reverse gravity, waves of exhaustion 6th–chain lightning (DC 30), flesh to stone, greater dispel magic x2, summon monster VI 5th–baleful polymorph (DC 29), cone of cold (DC 29), hold monster (DC 29), persistent image (DC 29), telekinesis (DC 29), wall of force 4th–charm monster (DC 28), confusion (DC 28), fire shield, phantasmal killer (DC 28), shout (DC 28), wall of fire (DC 28) 3rd–deep slumber (DC 27), fireball (DC 27), lightning bolt (DC 27), protection from energy, suggestion (DC 27), tongues 2nd–cat’s grace, detect thoughts (DC 26), mirror image, protection from arrows, shatter (DC 26), see invisibility 1st–burning hands (DC 25), color spray (DC 25), grease, magic missile x2, shield, unseen servant 0–dancing lights, daze (DC 24), mage hand, read magic Spell-Like Abilities (CL 19th) Constant–feather fall, mage armor, detect secret doors At will–aid, detect magic, minor image (DC 16), moonbeam (DC 17) 5/day–displacement, moon blade 3/day–insanity (DC 22), mislead (DC 21) 1/day–obscuring mist, glitterdust (DC 27), major image (DC 28), fear (DC 29), dream, true seeing, project image, temporal stasis (DC 23), meteor swarm (DC 24), moonfire (DC 24), weird (DC 24) ------------------------------------------------------------ Abilities Str 8, Dex 16, Con -, Int 29, Wis 19, Cha 21 SQ elf traits, the goddess’ cycle, lunar lady’s mysteries, magical radiance, manifestation, mantle of mysteries, name and song attunement, rejuvenation, smile of the night sky, summon familiar (none), sustenance, undead traits, weave focus Feats Combat Casting, Cormanthyr Moon Magic, Craft Wondrous Item, Education (arcana and religion) {B}, Eschew Materials, Extend Spell, Improved Initiative, Initiate of Mystra {B}, Lunar Magic, Mind Over Body {B}, Quicken Spell, Scribe Scroll {B}, Spell Penetration, Strong Soul {B}, Transdimensional Spell, Weapon Focus (longsword) {B} Skills Bluff +10, Concentration +27 (+31 when casting defensively), Craft (alchemy) +14, Decipher Script +14, Diplomacy +16, Gather Information +8, Intimidate +8, Knowledge (arcana) +33, Knowledge (history) +16, Knowledge (local-Ardeep) +16, Knowledge (nature) +16, Knowledge (nobility and royalty) +16, Knowledge (religion) +19, Knowledge (the planes) +16, Listen +6, Search +11, Sense Motive +9, Spellcraft +43, Spot +6, Survival +4 (+6 aboveground natural environment and on other planes) Possessions combat gear as well as headband of intellect +6, moonbracers +8, ring of protection +5, robes of the archmage, telkiira of Aloevan (Diplomacy, Knowledge [arcana], Sense Motive, Spellcraft). Spellbook spells prepared plus Embrae Aloevan knows all of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Spell Compendium. ------------------------------------------------------------ Hook “Fair be our meeting, for our hearts are light and our swords sheathed, we hold peace in our hands and its light guides us, I bid you enter the Court of Silver Fire.” Description Unknown ------------------------------------------------------------ Ageless (Ex) The Chosen of Mystra ceases to age, is immune to aging effects, and cannot die as a result of old age. Upon gaining this template, a Chosen may revert to any age category he or she has previously attained. Chosen Immunities (Ex) A Chosen of Mystra is immune to blindness, deafness, disease, disintegration, fatigue, exhaustion, poison, and sleep effects. Deathsong (Su) Once per day, Embrae can sing a hollow dirge for 1 to 4 rounds (her discretion). The song causes all living beings within 90 feet to become panicked unless they make a Will save DC 24. Panicked creatures have a -2 penalty on saving throws, flee at top speed for 10 rounds, and have a 50% chance to drop what they’re holding. The song also creates a 10-foot-radius field that cancels all enchantment effects for the duration of the song plus 6 rounds afterward. Any physical attack made by the ghost while singing a deathsong deals triple normal damage. Immunities (Ex) Chosen of Sehanine are immune to aging effects and do not age. She is also immune to all illusion and mind-affecting spells of 3rd level or lower. The Goddess’ Cycle (Ex) The chosens power varies with the cycle of the moon. During the full moon she gains a +4 divine bonus to the DC of all her spells cast from the Illusion, Moon and Elf domains. During the first and last quarter moon her bonus drops to +2. During the New moon she gains no divine bonus and her spell DC's are normal. Lunar Lady's Mysteries (Su) Whenever in direct moonlight, whatever weapons the chosen is wielding gains the following powers – ghost touch, keen (this is stackable), and sure striking. The powers remain effective on the weapons as long as she remains in a source of moonlight. Magical Radiance (Su) Embrae can at will cause all magic items within 60 feet to glow with a cold, white radiance. The items illuminate a 5-foot radius and flow for 2d4x10 minutes. Manifestation (Su) Embrae dwells on the Ethereal Plane and, as an ethereal creature, she cannot affect or be affected by anything in the material world. When she manifests, she partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Mantle of Mysteries (Su) A Chosen is immune to all scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever Chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen's Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them. Moonbow (Sp) The chosen may create a crystalline bow the size and strength of a long bow or short bow. A thin beam of silvery light serves as the bowstring and, when it is drawn back causes a shimmering silver arrow to magically appear in the proper position. Only the chosen may employ the moonbow. She attacks at her BAB against any foe within range. Each shaft trails a stream of whispy silver smoke delineating the path of flight. After any attack, whether it hits or not, the arrow vanishes. Upon a successful ranged attack the moonshaft deals 7d4 points of damage against living creatures, and 14d4 against all undead foes. Undead creatures struck also become outlines by a silvery faerie fire effect lasting 1d4+1 rounds. This ability may be used twice a day and lasts as many rounds equal to the Chosen’s total character level. Name and Song Attunement (Su) Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action. Rejuvenation (Su) If she would otherwise be destroyed, Embrae returns in 2d4 days if she makes a successful DC 16 level check (1d20+19). Embrae can be permanently destroyed if a new Ardeep kingdom is reborn. Silver Fire (Su) All Chosen of Mystra can wield the Silver Fire (see template). Skills A Chosen of Mystra gains a +10 insight bonus on Spellcraft checks Smile of the Night Sky (Sp) Whenever in the direct source of moonlight the Chosen trails tiny motes of moonlight in her wake that shimmer as she walks resembling a silvery cloak. These motes of moonlight give her a +2 deflection bonus to AC and last as long as she stays within an area of moonlight. Sustenance (Su) A Chosen of Mystra does not need to eat, drink, breathe, or sleep, although she must rest normally to regain spells. Weave Focus (Su) Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC's and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks). ------------------------------------------------------------ Sources City of Splendors web enhancement II (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Lost Empires of Faerun (3.5E), Magic of Faerun (3E), Monster Compendium: Monsters of Faerun (3E), Player’s Handbook II (3.5E), Complete Arcane (3.5E), and Spell Compendium (3.5E).
Chosen of Mystra by the Simbul
Creating a Chosen of Mystra Chosen of Mystra is a template that can be added to any creature (referred to hereafter as the "character") that Mystra chooses to entrust a portion of her power to. A Chosen of Mystra uses all of the character's statistics and special abilities except as noted here. A Chosen of Mystra has its power only at the will of Mystra; should she decide to remove Chosen of Mystra status from the character, then he reverts to his original abilities. For all intents and purposes this is an acquired template. In special circumstances the Chosen of Mystra template may be considered an inherited template if the character was created by Mystra for the sole purpose of becoming a Chosen (such as the Seven Sisters). In such circumstances, the character only gains the benefits of this template if and when she proves herself to Mystra and accepts the burden of her inheritance. In addition to the normal powers and abilities of a Chosen of Mystra, a character whom was created by Mystra for the purpose of becoming a Chosen does acquire minor abilities at birth which persist regardless if he or she later does or does not become a Chosen (see Feats and Advancement, below).
Challenge Rating: +5.
Type/Subtype: same as the character.
Alignment: Same as the character.
Saves: +5 sacred bonus to all saving throws against spells, spell-like effects, and supernatural abilities.
Abilities: +10 Constitution.
Special Qualities: A Chosen of Mystra retains all of the special qualities of the character and also gains the following:
Bonus Spells (Sp): The Chosen of Mystra may choose one spell, of each level one through nine, which she may use once per day as a spell-like ability. The caster level for these spells is equal to the Chosen’s character level or Hit dice; and saving throw DC’s are Charisma based. Once chosen, these spells cannot be changed.
Spell Immunity (Su): The Chosen of Mystra may choose one spell, of each level one through nine, which she is completely unaffected by as if protected by a Mystran Spellward spell (see New Spells below). Once chosen, these spells cannot be changed.
Weave Focus (Su): Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC's and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks).
Immunities (Ex): A Chosen of Mystra is immune to Blindness, Deafness, Disease, Disintegration, Fatigue, Exhaustion, Poison, and Sleep effects.
Ageless (Ex): The Chosen of Mystra ceases to age, is immune to aging effects, and cannot die as a result of old age. Upon gaining this template, a Chosen may revert to any age category he or she has previously attained.
Sustenance (Su): A Chosen of Mystra does not need to eat, drink, breathe, or sleep, although she must rest normally to regain spells.
Detect Magic (Sp): line of sight.
Mantle of Mysteries (Su): A Chosen is immune to all Scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen's Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them.
Name and Song Attunement (Su): Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action.
Silver Fire (Su): All Chosen of Mystra can wield the Silver Fire (ability updated; see below).
Feats: Initiate of Mystra. In addition, if the template is inherited (see above) then the Chosen also gains Spellcasting Prodigy as a bonus feat at 1st level.
Skills: +10 insight bonus to Spellcraft checks.
Spells: Same as the character, however a Chosen of Mystra with levels in any spellcasting class gains the following abilities: If the Chosen has levels as a Wizard, then she may learn, scribe, and research new spells with much more ease than a normal Wizard. To study newly discovered spell or scribe a new spell into a spellbook only requires one hour instead of one day, and the material costs and time required to research new spells are halved. If the Chosen has levels as a Sorcerer or Bard, then once per tenday she may choose to remove a known spell from her Sorcerer or Bard spell repertoire and replace it with a new spell of the same spell level from the appropriate class spell list (removing a known spell in this fashion does not prevent a Chosen from relearning the same spell in the future). If the Chosen has levels as a Cleric, Paladin, Druid, or Ranger, then she gains access to all spells in the Spell, Magic, Illusion, Knowledge, Luck, and Good Domains and all Initiate spells unique to Mystra of any spell level that she can cast, in addition to any other spells normally available to her, and may prepare and cast such spells using any divine spell slot of the appropriate spell level.
Unknown Powers: Many of the powers of a Chosen of Mystra may remain as of yet unrevealed, in some instances even to the Chosen themselves.
Advancement: Same as the character. If the template is inherited (see above) then the Chosen may consider the Sorcerer class as a favored class, for purposes of multiclassing and determining XP, in addition to any other favored classes her race or character background would normally allow.
Climate/Terrain: Same as the character.
Organization: Same as the character.
Appearance: The Chosen of Mystra appear no different than other creatures of their type.
Treasure: Same as the character.
The Silver Fire:
This powerful supernatural ability is unique to the Chosen of Mystra, a portion of the raw magical energy of the weave lying dormant within their bodies until called upon. Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, Silver Fire can be used for any of the following magical effects:
The Silver Fire can banish all magical effects upon the chosen as if a Greater Dispelling spell had been cast upon her, except that the Dispel check bonus is not capped at caster level 20. This use of the Silver Fire can be called upon at will, once per round.
The Silver Fire can be unleashed as a bright silver flame that engulfs all creatures and objects it strikes with the burning raw magical energy of the Weave. The flame may take the form of a bolt 5ft wide and 5ft tall, extending to a length of up to 10 ft per level of the Chosen which deals 1d6 points of damage for every two levels of the Chosen to all creatures and objects in its path and burns through physical barriers in the same fashion as a lightning bolt spell. Any being in the path of the bolt may attempt a reflex save (DC 10 + ½ the Chosen’s level + the Chosen’s Constitution modifier) for half damage. At the their option, the Chosen may instead unleash the Silver Fire in the form of a burning sphere, which is hurled at a single target by means of a ranged touch attack (no save) and deals 1d6 points of damage per every two levels of the Chosen. Both of the above uses of the Silver Fire breach all magical and supernatural barriers or defenses automatically. Alternatively, this flame may instead surround the Chosen as a radiant burning aura that deals 4d12 points of damage plus an addition point of damage per level of the Chosen to any creature who touches or strikes her in combat for the next 2d4 rounds. Any of the above uses of the Silver Fire can only be called upon once every six rounds.
The Silver Fire can be unleashed as a cloud-like emanation with a 90 ft radius, permanently banishing all Dead Magic zones and dispelling all Antimagic effects it comes into contact with. This cloud effect is draining on the Weave, and it can only be called upon once per hour. Mystra discourages its use except for dire emergencies.
The Silver Fire can be called upon to duplicate the effects of a Greater Teleport spell to transport the Chosen to any location where she had previously wielded the Silver Fire, duplicate the effects of a Regenerate spell upon the Chosen, or allow any spell or spell-like ability she casts to be augmented by any metamagic feat she possesses without raising the spell level of the spell or increasing it’s casting time. Any of these effects of the Silver Fire can be called upon a number of times per day equal to the Constitution bonus of the Chosen.
The Silver Fire may be used to contribute to an Epic Spell ritual as though it were a spell, or be included into the development of an Epic Spell as a unique spell component. The Spellcraft DC reduction of any Epic Spell that uses the Silver Fire as a special focus is –20, and the reduction for any Epic Spell that uses contributions of the Silver Fire to its ritual is –20 for each Chosen contributing Silver Fire to the spell.
The Silver Fire can be called upon to substitute the XP cost of a spell that is cast by the Chosen, or to substitute the XP cost of crafting or repairing a magic item whose item caster level is equal to or lower than Chosen’s caster level. This effect is draining upon the Weave, and the Chosen who calls upon the Silver Fire for this purpose may not manifest the Silver Fire again in any of it’s forms for 1d4+1 days.
All of the above effects of the Silver Fire function as if cast by a spellcaster equal to the level or hit dice of the Chosen.
Chosen of Sehanine Moonbow Also known as The Moonsinger by Green Elven Vampire
Creating a Chosen of Sehanine Moonbow It is a template that can be added to any Elf or Half Elf. A Chosen of Sehanine uses the character's statistics and special abilities except as noted below.
Challenge Rating: Same as the character +5.
Alignment: Chosen of Sehanine are almost always chaotic good
Saves: The character adds +2 as a bonus to all saving throws.
Abilities: Increase from the character as follows: Wisdom +8, Charisma +4.
Special Qualities: A Chosen of Sehanine retains all of the special qualities of the character and also gains the following:
Bonus Spells (Sp): The Chosen of Sehanine gains the following spell-like abilities Constant–feather fall, mage armor, detect secret doors At will–aid, minor image, moonbeam 5/day–displacement, moonblade 3/day–insanity, mislead 1/day–moonfire, weird
Immunities (Ex): Chosen of Sehanine are immune to aging effects and do not age. She is also immune to all illusion and mind-affecting spells of 3rd level or lower.
The Goddess’ Cycle (Ex): The chosens power varies with the cycle of the moon. During the full moon she gains a +4 divine bonus to the DC of all her spells cast from the Illusion, Moon and Elf domains. During the first and last quarter moon her bonus drops to +2. During the New moon she gains no divine bonus and her spell DC's are normal.
Smile of the Night Sky (Sp): Whenever in the direct source of moonlight the Chosen trails tiny motes of moonlight in her wake that shimmer as she walks resembling a silvery cloak. These motes of moonlight give her a +2 deflection bonus to AC and last as long as she stays within an area of moonlight.
Lunar Lady's Mysteries (Su): Whenever in direct moonlight, whatever weapons the chosen is wielding gains the following powers – ghost touch, keen (this is stackable), and sure striking. The powers remain effective on the weapons as long as she remains in a source of moonlight.
Moonbow (Sp): The chosen may create a crystalline bow the size and strength of a long bow or short bow. A thin beam of silvery light serves as the bowstring and, when it is drawn back causes a shimmering silver arrow to magically appear in the proper position. Only the chosen may employ the moonbow. She attacks at her BAB against any foe within range. Each shaft trails a stream of whispy silver smoke delineating the path of flight. After any attack, whether it hits or not, the arrow vanishes. Upon a successful ranged attack the moonshaft deals 7d4 points of damage against living creatures, and 14d4 against all undead foes. Undead creatures struck also become outlines by a silvery faerie fire effect lasting 1d4+1 rounds. This ability may be used twice a day and lasts as many rounds equal to the Chosen’s total character level.
Lycanthropy Shield (Sp): The chosen is granted the ability to ward off most lycanthropy infections. She gains a +5 divine bonus to her Fortitude save when bitten or struck by a lycanthrope. This ability is a constant effect.
Feats: Weapon Focus (longsword or quarterstaff), Education, Mind over Body, and Strong Soul.
Skills: Concentration, Knowledge (any), and Spellcraft are class skills, regardless of the character's class.
Advancement: Same as the character
Climate/Terrain: Same as the character.
Organization: Same as the character, but must be a devoted follower of Sehanine Moonbow.
I spent 25 mins trying to comprehend this so that I may be more diverse with the site. You killed my mind. I am googling it at the moment so that I may have a more educated response about this. Do the NPC's stats change depending on events that follow in upcomming books?
[FONT="Times New Roman"]Would someone be kind enough to stat out Darsson Spellmaker, the researcher wizard detailed in Pages from the Mages? Ravennight--Jhesirya is a 19th-level sorcerer, according to Expedition to the Ruins of Undermountain. She's a living wish spell now, but I guess that doesn't matter, since you're focusing on her time as a living human woman Magister. Also, her description is copied & pasted from one of your other Magisters.[/FONT]
The Farseer CR 28 Male Tashalan Human Diviner 10/Cleric 8 of Savras/Mystic Theurge 10 LN Medium Humanoid (human) Init +0; Sensesarcane sight, darkvision 120 ft., see invisibility 120 ft.; Listen +7, Spot +17 Languages Alzhedo, Chultan, Common, Draconic, Shaaran, Tashalan, Yuan-Ti, permanent tongues ------------------------------------------------------------ AC 23, touch 15, flat-footed 23 (+8 armor, +5 deflection); uncanny dodge hp 115 (28 HD) Fort +14, Ref +9, Will +27 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee masterwork silver dagger +10/+5 (1d4-4/19-20) Base Atk +12; Grp +9 Special Actions divine counterspell Combat Gear arcane scroll of astral projection, arcane scroll of moment of prescience, divine scroll of greater spell immunity, divine scroll of heal, staff of divination (20 charges) Wizard Spells Prepared (CL 20th; 1d20+24 to overcome SR; prohibited school necromancy): 10th–quickened antimagic field 9th–foresight [CL 21st], hindsight [CL 21st], meteor swarm (DC 27), Mordenkainen’s disjunction (DC 27), time stop 8th–persistent bear’s endurance*, persistent detect thoughts* (DC 23) [CL 21st], greater prying eyes [CL 21st], mind blank, screen (DC 26), sunburst (DC 26) 7th–control weather, forcecage, greater teleport, heightened hold monster (DC 25), project image, vision [CL 21st] 6th–analyze dweowmer [CL 21st], chain lightning (DC 24), globe of invulnerability, greater dispel magic x2, legend lore [CL 21st] 5th–Mordenkainen’s private sanctum, overland flight, Rary’s telepathic bond [CL 21st], sending, summon monster V, wall of force 4th–arcane eye [CL 21st], charm monster (DC 22), detect scrying, fire shield, enlarged fireball (DC 21), greater invisibility, know vulnerabilities (DC 25) [CL 21st] 3rd–displacement, gaseous form, lightning bolt (DC 21), nondetection, protection from energy, unluck (DC 24) [CL 21st], wind wall 2nd–cat’s grace, discern shapechanger [CL 21st], glitterdust (DC 20), gust of wind (DC 20), mirror image, protection from arrows, whispering wind 1st–erase, expeditious retreat, feather fall, identify [CL 21st], magic missile x2, shield 0–arcane mark, light, mage hand, message, read magic [CL 21st] Cleric Spell Prepared (CL 18th; 1d20+22 to overcome SR) 10th–quickened heal 9th–energy drain (DC 26), foresight {D}[CL 19th] , miracle 8th–discern location {D}, earthquake, fire storm (DC 25), shield of law (DC 25) 7th–heightened daylight, destruction (DC 24), dictum (DC 24), repulsion (DC 24), vision {D}[CL 19th] 6th–animate objects, blade barrier, find the path [CL 19th], geas/quest {D}, heroes’ feast, extended spel l resistance 5th–break enchantment, dispel chaos (DC 22), flame strike, greater command (DC 22), mark of justice {D}, raise dead 4th–death ward, dismissal, divination {D}[CL 19th] , freedom of movement, greater magic weapon, neutralize poison, restoration 3rd–clairaudience/clairvoyance {D}[CL 19th], create food and water, magic circle against chaos, prayer, remove blindness/deafness, remove curse, remove disease, searing light (+12 ranged touch), speak with dead (DC 20) 2nd–aid, augury {D}[CL 19th], calm emotions (DC 19), enthrall (DC 19), find traps [CL 19th], make whole, status [CL 19th], zone of truth (DC 19) 1st–bless, detect chaos [CL 19th], detect secret doors {D}[CL 19th], detect undead [CL 19th], divine favor, magic stone, omen of peril, sanctuary (DC 18) 0–create water, detect poison, guidance, mending, purify food and drink, virtue D Domain Spell. Domains: Fate, Knowledge Psion Powers Known (ML 1st; power points 2) 1st–precognition * Already cast ------------------------------------------------------------ Abilities Str 5, Dex 10, Con 11, Int 27, Wis 25, Cha 14 SQ enhanced awareness Feats Enlarge Spell, Extend Spell, Improved Toughness, Insightful Divination, Greater Spell Focus (divination), Greater Spell Penetration, Heighten Spell, Hidden Talent, Improved Spell Capacity, Persistent Spell, Quicken Spell, Scribe Scroll {B}, Spell Focus (divination), Spell Penetration Skills Concentration +31, Craft (alchemy) +18, Decipher Script +18, Diplomacy +12, Heal +15, Knowledge (arcana) +39, Knowledge (history) +18, Knowledge (religion) +39, Knowledge (the planes) +18, Listen +7, Search +18, Sense Motive +17, Spellcraft +43, Spot +17, Survival +7 (+9 on other planes) Possessions combat gear as well masterwork silver dagger, bracers of armor +8, candle of invocation (LN), crystal ball with telepathy, headband of intellect and wisdom +6, ring of protection +5, robe of eyes, vest of resistance +5, silver holy symbol. 2,800 gp in gems, jewelry, and coins. Spellbook spells prepared plus the Farseer knows most of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Spell Compendium. He knows all divination spells from the Player’s Handbook. ------------------------------------------------------------ Hook “What do you wish to see?” Description Unknown Note The Farseer has the bonuses and penalties associated with old age. The Farseer had the following statistics before aging, HD ability score increases, and equipment bonuses: Str 8, Dex 13, Con 10, Int 15, Wis 14, Cha 12. ------------------------------------------------------------ Divine Counterspell Three times per day, the Farseer can counter a spell as a supernatural ability. This ability functions as dispel magic, but uses his cleric level rather than his caster level, with a +4 synergy bonus from Knowledge (arcana) (total bonus of +12). Enhanced Awareness The Farseer has Sense Motive on his list of wizard class skils. When he casts identify, it takes only 10 minutes, rather than the standard casting time of 1 hour. When the Farseer casts arcane eye, the sensor travels 20 feet per round (rather than 10) while studying surroundings. The Farseer adds 1 to the saving throw DCs of his divination spells; this improvement stacks with his Greater Spell Focus (divination) feat. To gain this alternative class feature, the Farseer gave up the ability to summon a familiar. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Complete Mage (3.5E), Epic Level Handbook (3E), Expanded Psionics Handbook (3.5E), Unearthed Arcana (3.5E), and Spell Compendium (3.5E).
Bare with me, for this is my first posted, and replicated NPC. *Crosses Fingers*
Drasek Riven: Male Human (Chosen of Mask) Fighter 8/ Rogue 6/ Divine Champion of Mask 4; CR 18; Med-Size Humanoid; HD 8d10+6d6+4d10+18; hp 116; +9; Spd 30ft; AC; 21, touch 16, flat-footed 16, Base Attack +16; Grp +13; Full Atk +17/+12/+7/+5 (1d8+6/ 17-20x2, +3 Saber of Speed) & +17 (1d8+5/ 17-20x2, +3 Defending Human Bane Saber) or +18/+13/+8/+6 (1d4+2 19-20/x2, +1 Distance Dagger); SA Sneak Attack +3d6; Evasion, Uncanny Dodge, Trapfinding, Trap Sense +2, Lay on Hands, Sacred Defense, Smite Infidel; AL NE; SV Fort +13, Ref +16, Will +6; Str 12, Dex 21, Con 13, Int 11, Wis 10, Cha 15.
Skills and Feats: Balance +10, Climb +14, Disable Device +5, Disguise +9, Escape Artist +13, Hide +19, Intimidate +15, Jump +5, Move Silently +24, Ride +8, Sleight of Hand +10; Combat Reflexes, Weapon Focus (Saber), Weapon Specialization (Saber), Two-Weapon Fighting, Two-Weapon Defense, Stealthy, Spring Attack, Dark Speech, Dodge, Improved Critical (Saber), Quick Draw, Improved Initiative; Gnome, Common.
Possessions: +3 Speed Saber, +3 Human Bane Defending Saber, +1 Distance Dagger, +1 Shadow Studded Leather Armor, Amulet of Natural Armor +2 [Doubles as Holy Symbol (Mask)], Cloak of Resistance +2, Disguise kit, Boots of Elvenkind, Bedroll, Ring of Teleporation (as boots of teleportation).
Chosen of Mask Abilities: (this is what I've gathered so far) Resistance to Scrying: If Drasek is trying to be scryed/divined apon, he recieves a +6 bonus to resist it.
I'd post a discription of the Dark Speech feat, but I dont have it, if anybody would like to PM me with it ill post it as well. Also dont be afraid to critique my shaky grasp of this char.
Good day green gaint, would like to know if you have any info and would be interested in doing a stat write up for Dhamir Ercals (CE male human Clr 16 of Cyric). He is the Co-leader to The Pereghost in darkhold. Thank you for any reply. Drew