Saving Throws:
Willpower +23 (18 base + 5 wisdom modifier)
Fortitude +13 (8 base + 5 constitution modifier)
Reflex +11 (8 base + 3 dexterity modifier)
Special: +2 vs. enchantments, immune to magical sleep (elf)
Emerald Spell Protection (Emerald Mage ability)
At sixth level, an Emerald Wizard that has an emerald on his person saves against any spell at +1.
Spell Immunity (Emerald Mage ability)
Under the Emerald Mage Class, Shalamar is immune to 8 wizard or sorcerer spells that can cause damage. These spells have yet to be chosen.
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Base Attacks: +14/+5
Shalamar can make two attacks per round, rolling once with 1d20 + 10, and once with 1d20 + 5. If he rolls over the Armor Class of his opponent, he succeeds.
Modified Attacks: +17/+8 (Missile or Melee)
As above, but the scores here represent the modified rolls Shalamar makes with his strength and dexterity bonuses.
Weapon: Emerald Dagger of Shalamar
This weapon has no bonus to hit but may bypass a damage resistance of +5 or less. It has a damage bonus of +10 as well.
Attack: +17/+8
Damage: 1d4 +13 (magic and strength bonus)
Critical: x2
Weapon: Staff of Striking
Shalamar's Staff of Striking is a powerful +3 Staff enchanted with the Electric Weapon ability (adding 1d6 electrical damage to any hit). The staff also has 25 charges (the staff can be recharged). Shalamar can use up to three charges a round, adding an additional +1d6 per charge used for the entire round (even if he makes more than one attack).
Attack: +17/+8
Damage: 1d6 + 1d6 electrical + 3 strength, plus charge use (see above)
Critical: x2
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Skills (without armor modifiers): Alchemy 12, Appraise 12, Bluff 8, Concentration 28, Decipher Script 18.5, Diplomacy 9, Escape Artist 5.5, Heal 7.5, Innuendo 8, Intimidate 7, Knowledge (Arcana) 30, Knowledge (History) 14, Knowledge (Nobility and Royalty) 12, Knowledge (The Planes) 30, Knowledge (Religion) 12, Listen 9, Move Silently 5.5, Scry 30, Sense Motive 16.5, Spellcraft 30, Spot 9, Swim 5.5, Use Magic Device 15.5, Wilderness Lore 6 (*)
(*) Shalamar is no ranger, but has a high degree of knowledge concerning herbs and other ingredients that can be found in the wilderness that can be of use.
Languages: Common, Elf, Draconic, Abyssal (learned from Inamsu), Orc, Dwarven, Gonlin, Giant, Undercommon
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Spells Per Day:
Level (Spells Per Day)
0 (6)
1 (6)
2 (6)
3 (5)
4 (5) +1 Ring of Wizardry
5 (5) +1 Ring of Wizardry
6 (5)
7 (4)
8 (4)
9 (4)
Special Abilities and Feats (Spell Related):
Combat Casting
Benefit: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive
Empower Spell
Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much
damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. For example, an
empowered magic missile deals one and one-half times normal damage (roll 1d4+1 and multiply the result by 1.5 for each missile).
Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random
variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell.s actual level.
Enlarge Spell
Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased.
A spell whose area or effect is determined by its range (such as bless or a cone spell) has the dimensions of its area or effect increased
proportionally. An enlarged spell uses up a spell slot one level higher than the spell.s actual level.
Extend Spell
Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not
affected by this feat. An extended spell uses up a spell slot one level higher than the spell.s actual level.
Heighten Spell
Benefit: A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic feats, Heighten Spell
actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and
ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult
to prepare and cast as a spell of its effective level. For example, a cleric could prepare hold person as a 4th-level spell (instead of a 2nd-
level spell), and it would in all ways be treated as a 4th-level spell.
Silent Spell
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses
up a spell slot one level higher than the spell.s actual level.
Spell Penetration
Benefit: You get a +2 bonus to caster level checks (1d20+caster level) to beat a creature.s spell resistance.
Greater Spell Penetration
Benefit: You get a +4 bonus to caster level checks (1d20+caster level) to beat a creature.s spell resistance. This does not “stack” with the Spell Penetration Feat.
Chain Spell
You can chain any spell that specifies one target and has a range greater than touch. The chained spell affects that target normally, then archs to affect one additional target per caster level. The caster does not have to affect his maximu number of targets. The caster choses his targets, each of which must be within thirty feet of the initial target. No target may be affected more than once. Secondary targets are affected by half damage (for damage causing spells), and may make Reflex saves for half again. If the spell does not cause damage, the Difficulty of any saving throw is reduced by 4.
To Chain a spell, the caster uses a spell slot three levels higher than the actual spell that he cast.
Scribe Scroll
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base
price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25 of this base
price in XP and use up raw materials costing half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs
derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
Twin Spell
When a caster Twins a spell, the entire spell affects the target twice. The caster has twice to roll to overcome spell resistance, the subject must save against “two” spells when making a save. The victim of such a spell suffers all the effects of “both” spells individually.
For example, a caster casts Lightning on a subject. The subject makes two saves, one passing and one failing. The target takes full damage from the “first” spell, and ½ damage for the “second” spell.
“Twining” a spell uses a slot 4 levels higher than the actual spell cast.
Repeat Spell
A repeated spell is automatically cast again at the beginning of the next turn. No matter where the caster is or what he is doing (even casting another spell), the original spell (that this Feat was used on) “casts itself” again, affecting the same area and target (for non-area spells) if the original target is still within 30 feet of where the original spell was activated. If the spell required a target and that target is out of the thirty feet range, the second spell fails. This feat cannot be used on spells that have a Touch range.
A Repeated spell uses a slot three levels higher than the actual spell cast.
Emerald Spell Enhancement (Emerald Mage ability)
At third level, this allows an Emerald Wizard to use an emerald as a spell component and gain a +1 bonus to the difficulty to save against the spell, and +2 to bypass spell resistance or to counter/dispel another spell. Only one Emerald may be used per spell cast, and the value of the emerald makes no difference in it's effect.
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Other Feats and Abilities:
Forge Ring
Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft
a ring, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. See the DUNGEON MASTER.s
Guide for descriptions of rings, the prerequisites associated with each one, and their prices.
You can also mend a broken ring if it is a ring that you could make. Doing so costs half the XP, half the raw materials, and half the
time it would take to craft that ring in the first place.
Some magic rings incur extra costs in material components or XP as noted in their descriptions. For example, a ring of three wishes
costs 15,000 XP in addition to costs derived from its base price (as much XP as it costs to cast wish three times). You must pay such a
cost to create a ring or to mend a broken one.
Craft Staff
Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To
craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. See the DUNGEON
MASTER.s Guide for descriptions of staffs, the prerequisites associated with each one, and their prices.
A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived
from the staff.s base price.
Leadership
Shalamar inspires others to follow him and has taken the time to recruit others under his cause.
Elven Abilities:
. Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.
. Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and detail under these conditions.
. Proficient with either longsword or rapier; proficient with shortbow, longbow, composite longbow, and composite shortbow. Elves
esteem the arts of swordplay and archery, so all elves are familiar with these weapons.
. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to
a Search check to notice it as if she were actively looking for the door. An elf.s senses are so keen that she practically has a sixth sense
about hidden portals.
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PSIONIC ABILITIES:
Shalamar has very rare Psionic Abilitiesthat simulate spells. He can use the following spells as psychic abilities, each twice per day.
Charm Person, Sleep, Detect Thoughts, Clairaudience/Clairvoyance, Dream, Command (as the cleric spell)
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INVENTORY
Backpack
Emerald Dagger of Shalamar *
Staff of Striking
Items Stored
Emerald (500 gp) x20
Belt
Boot hose
Boots, riding
Bracers (Shalamar) (AC +13)
Buckle, common
Cannons
Doublet
Ring of Wizardry, 4th and 5th
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NEW SPELLS
Emerald Loyalty
Enchantment (Mind-Affecting)
Level: Wizard 9
Target: One living creature
Saving throw: None
This powerful spell is only known by Shalamar the mage and a few of his greatest advisors. It must be cast on a willing subject. It has no affect on an unwilling target.
One the spell is cast on a subject, he is bound to keep the secrets of the Emerald order, and to maintain loyalty to them. If the subject attempts to give away secrets, sell information, or engage in any other activity that would harm the Emerald Order, his mind is instantly wiped clean of all the information that he learned in his time with that order. All levels gained as an Emerald Mage are instantly lost.
This spell only works if the subject is aware that he is giving away information to someone outside the order, or if he is being forced to do so. If a doppelganger, in disguise as a member of the order, gained information about the mages, the mage that gave him the information would not be subject to this spell's effects. It would, however, work on a mage who was being forced to give his information away by use of a spell or psychic power. The students of the Emerald order understand this risk, and take great effort to protect their minds from attack and to make sure that those they speak to are who they say to be.
Emerald Shard
Evocation
Level: Wiz 4
Range: See below
Components: V,S,M
Duration: Instant
Casting Time: 1 Action
Area of Effect: 20' radius from point of impact
Saving throw: Reflex ½
Spell Resistance: Yes
When the mage begins to cast this spell, he enchants an emerald of no less than 200 gp value. He or she then hurls the gem at a specific object or point of no more than the caster's strength multiplied by ten in feet away. The gem explodes on impact, delivering 1d4+1 points of damage per level of the caster, to a maximum of 10d4+10. Every creature within a 20 ft. radius of the point of impact is caught by the explosion, and may make a saving thorow for half damage. The damage from the spell is caused by hundreds of razor sharp shards of emerald-like substance. Creatures with metal armor (including a helmet) and the like or that have at least half thier bodies covered (natural AC +6 or better) may divide the damage by half again. The material components of this spell are the gem mentioned and a bit of sulphur.
Shalamar's Emerald Tentacles
Conjuration (Creation)
Level: Wiz 5
Range: 60 yards
Components: V,S,M
Duration; 1 hour per level
Casting Time: 1 Action
Area of Effect: 1d4 tentacles + one tentacle/level, all within 30 ft. of a central point Saving Throw: None
Spell Resistance: No
This spell is the same as the fourth level wizard spell Evard's Black Tentacles, except as mentioned here. The Emerald Tentacles appear to be made of a gem-like substance, and have an AC: 20. The tentacles cause 1d10 + 4 damage as described under Evard's Black Tentacles, not 1d6 +4. The only other difference in this version of the spell (besides range and damage) is that the caster can choose where the tentacles come fourth from the ground. The mage cannot place more than two tentacles in a 5 foot area. The mage needs the components for Evard's Black Tentacles and a large emerald worth at least 1000 gp in value.
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