Imu-di Jefesab Xurwkar
(which means Clan of the Mapmakers in draconic), and is usually abbreviated to Xurwkar by most... He doesn't give his real name out to anyone.I'll take PURPLE I guess.
Male Venerable Desert
Dragonwrought (blue) Kobold
Size: Small (counts as Tiny for some things with Slight Build)
Wiz (Focused Diviner, banned Enchantment and Necromancy) 4/Rogue 1/Unseen Seer
Order: Wiz 1-3, Rogue 1, Wiz 4, US 1
Future Advancement: Wiz 5 eventually, enough Unseen Seer to get Hunter's Eye, then probably Incantatrix
3 for Persistent Spell craziness. Maybe Magelord
, if I can get the Evasion prereq w/o losing a CL.
Racial+Age stat mods: -4 Strength, +2 Dexterity, +1 Wisdom, +3 Charisma, +3 Intelligence
32PB: Str 4 (0pts-4race), Dex 16 (6pts+2race), Con 14 (6pts), Int 22 (16pts+1 level+3age, +2enh), Wis 13 (4pts+3age-2race), Cha 11 (0pts+3age)
Hit Dice: 4+4d4+1d6+12 (rearranging the order should not change the average, so I'd rather not re-roll)
Hit Points: 5d4+18=32
Armor Class: 17 w/Mage Armor
(10 (+4 Armor) +3 Dex +1 Size +1 Nat -1 Trait -1 Flaw)
Touch AC: 12 (16 Incorporeal w/Mage Armor)
Flatfooted AC: 14
(+3 Dex +4ImpInit +2trait+5warning)(+19 with Nerveskitter)
Base Attack Bonus: 3.25 (0.5x5+0.75)
(3 BAB -2 Str -4 Size)
Speed: 30' land, 30' swim with Heart of Water
In Shadow Dragon Wyrmling form:
Hit Points: 5d4+18=32
Armor Class: 20
(24 w/Mage Armor) (10 (+4 Armor) +3 Dex +2 Size +7 Nat -1 Trait -1 Flaw)
Touch AC: 13 (17 Incorporeal w/Mage Armor)
Flatfooted AC: 17
(+3 Dex +4ImpInit +2trait+5warning)(+19 with Nerveskitter)
Base Attack Bonus: 3.25 (0.5x5+0.75)
(3 BAB -2 Str -8 Size)
Speed: 60' land, 120 (avg) fly, 30'? swim with Heart of Water
Languages: Draconic, Common, Infernal, Celestial, Abyssal, Auran, Dwarven, Gnome
Total Skill Points: 76 (28w1+14w2&3+14r1+8w4+12US1 skill points)(Old age starting out, and Venerable at 4+)(Have to redo skills.)
Hide +23 (5cc+3, +3dex, +2blue dragonwrought, +2circ, +8size)
Search +20 (5cc+3+1, +7int, +2circ, +2race)
Spot +11* (4cc+4, +1wis, +2circ)
Sense Motive +5 (0+4+0, +1wis)
Spellcraft +11 (4, +7int)
Listen +1* (0, +1 wis)
Move Silently +5 (0, +3dex, +2circ)(will use Silence to cover this as needed)
Disable Device +10 (2cc, +7int, +2circ)
Knowledge (Nature, Geography, Arc&Eng, Loc, Dun, Rel, Arc, His) +8 (1+0+0, +7int)
Know (Planes) +15 (0+0+8, +7int)
Concentration +6 (2, +2con, +2circ)
Craft: Traps +9 (0, +7int, +2race)
Craft: Basketweaving +7
Profession: Cartography +4 (0+0+1, +1wis, +2circ)
Survival +3 (+2race, +1wis)
Use Magic Device +1 (0+0+1cc)
Open Locks +4 (1cc+3dex)
*+3 Spot in Shadowy Illumination, +2 Spot and Listen when familiar is within 10 feet.
Skill Trick: Collector of Stories (+5 to ID creatures)
Feats & Traits
Vulnerable: -1 Armor Class penaltyFlaw: Hot-blooded
(Dragon 324): Automatically fail saves vs. cold environmental effects, +2 damage from cold-based effects.Trait:
Aggressive: +2 Initiative, -1 AC
Improved Initiative (Martial Wizard (fighter bonus feats)
Spell Mastery (flaw 1)
Mercantile Background (flaw 2)Uncanny Forethought
(Exemplars of Evil)(3)
Planar Touchstone (Catalogues of Enlightenment, PlH166)(6)
Immune to paralysis and magic sleepSlight build
Martial weapon proficiency with light and heavy pick
Two claws and a bite (1d3 dmg)
Heat Endurance: Members of desert races gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
No light sensitivity.
+2 racial bonus on Survival, Craft (trapmaking), and Search checks.
+2 to Hide from blue dragon heritage (Dragonwrought feat, RotD).
Wizard Caster Level: 5Spellshard:
, Spells prepared in specialist slots denoted by asterisks*,
0th: 3+3 1st: 4+3 2nd: 3+3 3rd: 2+3
Not counting cantrips, he's used 236/500 "pages" in his spellbook/spellshard. Since he has ALL cantrips, per the PHB... I don't know how the hell to do them... I guess he could have his "old" spellbook, with all the spells he gets for free every level put in it, and only put "new" spells in the spellshard.
KNOWS ALLDetect Magic (x3*)
No Light(BoVD): 20' radius area of magical darkness that creatures with darkvision can see through.
Mage HandDancing Lights
: "Throw" fine-sized item up to medium range with no range penalty.
Caltrops (SC): Creates caltrops in 5 squares within short range, and they get a +4 to hit (ignores armor, shield, deflection, +2 AC if wearing shoes or armor).
Ray of Frost1st:
Knows 39, got 10 for free, and 24 from domains (Catalogues of Enlightenment).
Alarm (Wealth D)Benign Transposition
(SC): Two allies within medium range trade placesComprehend Languages*
Cure Light Wounds (Healing D.)
Darkvision (Vile Darkness D.)
Endure Elements (Sun D.)
Enlarge Person (Strength D.)
Eyes of the Avoral
Faerie Fire (Moon D.)Feather FallGrease
Hide from Undead (Repose. D)
Hoard Gullet(DrM): creates a bag of holding in your "stomach" that holds up to 100 lbs/CL and/or 10 ft3
/CL for 1 hr/lvl. Can put anything you can swallow in it (objects 3 size catagories smaller than you). With a FRA you can disgorge all of its contents.
Instant Diversion (RotD, swift action, creates 1 illusory double +1/4lvls (max 5), 1rnd dur)
Lesser Orb of Acid(SC): 5d8 acid damage, short range.
Longstrider (Travel D.)
Magic Fang (Dragon D.)
Magic Weapon (Dwarf 1)
Mage Armor (Force D.)
Mighty Wallop (RotD, +1 size to bludg. wpn for 1 min/lvl)
(SC): Immediate action +5 to initiativeObscuring Mist
Omen of Peril (Destiny D.)
Power Word Fatigue (RotD, affects 100 hp or less creature w/in close range, duration varies, but at least 1d4+1 rnds (51-100 hps)
Repair Light Damage (Warforged D.)
Protection from Evil (Good D.)
Shield of Faith (Retribution D.)
Silence (Spell D.)
Silent Image (Illusion D)
Spider Climb (Spider D.)
Summon Monster I (Summoner D.)
True Strike (Fate D.)
Unseen ServantWall of SmokeUncanny Forethought (x
Knows 35, got 4 for free, and 23 from domainsAlter Self
Barkskin (Plant D.)
Blade of Pain and Fear (Deathbound D)
Cure Mod. Wounds (Healing D.)
Bear's Endurance (Retribution D.)
Bull's Strength (Str. D)
Cat's Grace (Celerity D.)
Fox's Cunning (Baator D.)
Cloud of Bewilderment (basically mini-Stinking Cloud, SC)
Darkness (Baator D.)
Dark Way (SC, creates shadowy bridge of force)
Dimension Hop (PHB2, short range teleport)Detect Thoughts*
Ghoul Glyph (Hunger D.)
Gust of Wind (Storm D.)
Heroics (SC, 10 min/lvl, gain [Fighter] feat)
Invisibility (Trickery D.)
Protection from Arrows
Resist Energy (Dragon D.)
Lesser Restoration (Renewal D.)
Secret Page (Rune D.)
Shatter (Destruction D.)
Shield Other (Protection D.)
Silence (Spell D.)
Summon Monster II (Summoner D.)
Summon Swarm (Spider D.)
Wood Shape (Craft D.)Uncanny Forethought (x
Knows 40, got 2 for free, 30 from domains
Anticipate Teleport(SC): 24 hr duration, range touch, anyone teleporting into a 5'/level radius is delayed 1 round, and target knows they're comingBlacklight
Clairvoyance/Clairaudience (Knowledge D.)
Control Water (Watery Death D.)
Cure Ser. Wounds (Healing D.)
Dispel Magic (Magic D.)Delay Death
Deeper Darkness (Shadow D.)
Dimensional Anchor (Portal D.)
Divination (Oracle D.)
Fly (Travel D.)
Gaseous Form (Transformation D.)
Greater Magic Fang (Dragon D.)
Ghost Lantern (CMage, 10 min/lvl, creates a torch that only the spell's targets can see!!)
Haboob (Sand D.)
Heart's Ease (Pleasure D., BoED)(removes a lot of status effects and cures Wis damage)
Heart of Water
(Swim speed = land speed, Water Breathing, +5 Escape Artist, can discharge as Swift action for FoM for 1rnd/lvl)
Magic Circle vs. Evil (Good D.)
Magic Vestment (Strength D.)
Meld Into Stone (Cavern D.)
Nondetection (Trickery D.)
Protection from Energy (Luck D.)
Phantom Steed (Spider D.)
Remove Curse (Exorcism D., Eberron)
Sleet Storm (Cold D.)
Stone Shape (Earth D.)
Summon Monster III (Summoner D.)Telepathic Bond, Lesser
Tongues (Commerce D.)
Vertigo Field (PHB2, area debuff vs. nausea w/selective targetting, also difficult terrain and 20% miss chance (no save on last two))
Water Breathing (Water D.)
Wind Wall (Air D.)Uncanny Forethought (x3*)4th:
Evard's Black Tentacles
Get Resiliant Sphere and Divine Power off domain lists before entering Incantatrix5th:
Get WoF off domain lists before entering Incantatrix6th:
To get later:
2nd: Crystalline Memories (CMage, subjects memories extruded into crystal, requires 3 rounds of study)
Costs for spellbook:
Ways I've "cheesed" the cost of this:
1) Take Mercantile Background feat (this will decrease the costs of all of his major items by 25%, freeing up more for spells),
1a) Take the Collegiate Wizard feat (doubles "free" spells learned at every level)(retrained this before starting).
2) Instead of buying scrolls, I'll pay another mage to let me copy his spellbook
for all spells above 1st level. This only costs 50 gp per spell level, which is awesome!
3) Craft an Aureon's Spellshard to save on scribing costs. This will cost half the buying price, so 3125 gp, and 250 XP. I'm assuming that I can cooperate with someone who has the Craft Wonderous Item feat. I also haven't had a chance to look up the prereqs for crafting this yet.
4) Take the Planar Touchstone feat, and pick Catalogues of Enlightenment. This lets him cast spells from any specific domain, so presumably he could also scribe them into his spellbook.
Now all I pay are costs to copy from another's spellbook for spells that don't appear on any domain list.Costs of spells copied from others' spellbooks:
Total: 2300+3125(spellshard)+250gp(Planar Touchstone)=5495 gp.
This also costs 260 XP in total for crafting the spellshard and activating the Touchstone feat.
Good domain abilities he can access via Planar Touchstone (Catalogues of Enlightenment) (Currently active in Bold
Total Wealth: 7413.34gear+5495spellbook= 12908.34/13,000 gp
* Handy Haversack (
* Headband of Intellect +2 (
* Ring of Darkhidden (
* Healing Belt (worn by familiar) (
* Chronocharm of the Horizon Walker (
375 gp, 1xday move 1/2 speed as a swift action)(on neck)
* a +1 warning shuriken (hung around his neck on a leather thong, gives +5 to Initiative)(160 gp)
* 6-slot potion belt (6 gp, FRCS, Retrieve a potion as a free action 1/round)
* Aureon's Spellshard (Eberron book, as half of a Boccob's Blessed Book, self-crafted for 3125 gp, and 250 XP)(included in spells section)
* Many more miscellaneous items which are detailed in the spoiler below (424.17 gp total for all of them)
* Extra clothes including a hooded cloak, and some sticks, that he uses to make a "decoy". He has an Unseen Servant drag this around as "bait", or to set off traps.
* 2 granite boulders
(340 lbs each), shrunken down to <1 lb each (these are 10 cubic feet when unshrunk, so a bit over 2 feet in diameter)
* 740 gallons of water
, shrunk into a "cloth" square
* a large bonfire
(10 cubic feet), shrunk into a "cloth" square
* a giant wooden basket
that is 10 feet on each side, which he shrinks, turns upside down, and wears as a hat.
The "bars" are an inch and a half thick and run in both horizontal and vertical directions, leaving holes through the basket that are 9 inches across when it is unshrunk. So it looks kind of like this
. It weighs about 100 lbs when unshrunk, has 15 hit points per side and hardness 5. He crafted this himself out of small trees that he cut down (+9 craft: basketweaving if he turns his Shapesand into a MW tool
* Light x-bow
, 20 bolts, and a dagger
of Lesser Vigor (10 charges,
* 2 spell component pouches
(10 gp, 2lbs each)
* MW tools
for Hide (cloak is mottled and dark), Move Silently (soft boots), Spot and Search (eyeglasses), Disable Device (toolkit), Craft: Cartography (fine quills, parchment, and inks; ruler, compass, protractor, etc), and Concentration (prayer beads) (
self-crafted for 116.67 gp)
* 3 candles
, 2 pieces of chalk
, 5 pieces of parchment
, 1 vial of ink
* 2 days rations
, 1 waterskin (2 gp)4 flasks of acid
13.33 gp, 2 in potion belt)Torchbug paste
(2 bladders, crafted for 16.67 total, CScoundrel p120, both in potion belt)
Splash weapon, ranged touch attack, 10' range increment. Targets in square and adjacent squares are affected as if by Faerie Fire for 1 hour. Not magical. Can be washed off as a full round action with at least 1 gallon of water.Antitoxin
Where else are you going to find a +5 alchemical bonus on saves for only 50 GP? Chug one of these vials when you know you're up against a creature using poison, and you've got a good chance to save yourself the cost of a neutralize poison potion or scroll. Lasts 1 hour.
Craft (Alchemy) DC: 20Auran Mask
(Complete Mage p. 134)
Provides a +5 circumstance bonus against inhaled toxins (which stacks with Antitoxin), but this is easily overshadowed by 10 minutes of water breathing. Requires less upkeep than Air Plants. For longer durations, consider a potion of water breathing for 750 GP, which lasts for 10 hours.
Craft (Alchemy) DC: 25Lasso
Price: 1 GP
(Book of Exalted Deeds p. 34)
Exotic weapon but ranged touch attack to partially entangle a creature (-2 attack penalty, -4 Dex penalty), but unlike the net there is no size restriction. Check with your DM if the Dex penalty from multiple sources stack (net, tanglefoot, etc.).Liquid Smoke
x3 (1 in potion belt)
20 gp (20 GP each)
(Oriental Adventures p. 78)
Same price as a smokestick, but reacts with air and thus does not need to be lit. Provides concealment, blocks LOS, or a cheap theatrical effect.
Craft (Alchemy) DC: 20Marbles
(x5, 2 SP ea.)
Price: 1 gp
(Arms & Equipment Guide p. 24)
Standard action to spread. Basically a 5' x 5' square of non-magical grease. Dump them under an opponent without 5 ranks of Balance to deny his Dex bonus and make the party rogue happy. (My familiar will be using these for me. And the Lasso.)Stonebreaker Acid
(x2, 20 GP each) (1 in potion belt)
(Arms & Equipment Guide p. 35)
Thrown as grenade-like weapon. Against stone objects/creatures, 5d10 damage over 2 rounds that ignores hardness. While Delver Slime (150 GP, Savage Species) may deal more damage per application, Stonebreaker Acid is a lot cheaper.
Craft (Alchemy) DC: 20Wick, Candle
(x5, 2 SP ea.)
Price: 1 GP
(Arms & Equipment Guide p. 27)
Can be used anywhere you would use Twine (Dungeonscape p. 33), such as tripwires, improvised alarm systems, fishing lines, signal kites, or hang from the ceiling to detect invisible flying creatures. In addition, you can use it as a timing device: it takes 30 seconds (5 rounds) to burn 1 inch. Comes in 50' rolls.Jug of Shapesand
, to cover anything I forgot
Weight: 12 lbs
(Sandstorm p. 102)
Wish List (things he'd like to buy/get later)
Steadying Robe (CMage, 1000 gp): Negates the unsteadying effect of vigorous, violent, or extremely violent motion on your spellcasting; you need not make a concentration check to cast a spell under circumstances like riding a mount or even being on a boat for that matter.
Cloak of Elemental Protection (
1,000 750 gp, MiC, resist energy 10 as an immediate action 1xday)
Chronocharm of the Uncaring Archmage (
500 375 gp, 1xday cast full round spell as a std action)
Anklet of Translocation (1,400 gp, MiC 71, 2xday teleport 10' as a swift action)
Encumbrance: 9.5 lbs (light
load 10 lbs, medium 11-20, heavy 21-30)
Heward's Handy Haversack (2.5), component pouch (1), 6 vials on his belt (6); other stuff is in haversack or has negligible weight.
Scout (Owl Familiar)
Wearing a Healing Belt, and has Heart of Water shared with it.
Tiny Magical Beast (Augmented Animal)
Hit Dice: 5 (16 hp)
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/–8
Attack: Talons +8 melee (1d4–3)
Full Attack: Talons +8 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Darkvision 60' (magical beast type), Low-light vision, Alertness (to Master, w/5'), improved evasion, share spells, empathic link, Deliver touch spells
Saves: Fort +3, Ref +5, Will +11
Abilities: Str 4, Dex 17, Con 10, Int 7, Wis 14, Cha 4
Skills: Hide +19, Move Silently +17, Spot +12 (+20 in shadows)*, Listen +14, UMD -2, other ranks as master
Feats: Weapon Finesse (b), Alertness
Shared Toothed Tentacle attacks:
Attack (CL5+7int+2size) +15 (2d6 dmg), 30' reach
3 tentacles as full attack, all as above
Xurwkar's parents were very disappointed that although he had obviously been blessed with a healthy dose of dragon-blood in his veins, he displayed no innate talent for sorcery. He was also even more weak than most of his kobold brethren, and so had no use as a warrior. So he spent most of his life as a typical kobold miner, although he wasn't very good at that either, due to his pitiful physique. He thought himself cursed, as his draconic blood gave him a longevity far greater than most of the other kobolds of his generation, but he seemed destined to squander those long years digging in rocks, which he somehow knew was beneath him.
Things changed dramatically when his home warren was invaded by a group of adventurers. Although the kobolds' traps and cunning ambushes eventually managed to fell the invaders, many of his brethren were also killed in the battle. Most of them fell to the powerful magics of the robe-wearing wizard. Having grown up in a culture that revered sorcerer, but with no tradition of wizardry at all, Xurwkar had known nothing of wizardry before this. He managed to get his hands on the fallen wizard's spellbook, and after long hours of study to decipher some of the weaker spells contained in it. He was ecstatic when he managed to produce his first cantrip, and decided that he must leave the warren to learn more of this strange form of magic that he seemed to have an affinity to.
Already being an old kobold, even with his draconic blood, his tribe didn't begrudge him his desire to leave. He was mostly useless to them, anyway. He'd never been a good miner, and in his wizened state he hardly managed to dig out any useful ore anymore. So he set out into the world above ground. He had a hard time those first few years, but he managed to eventually make his way to the Free City of Greyhawk and apprentice himself to an old human wizard there, who had been around enough to have developed a tolerance for races that many others might consider strange or barbaric.
Xurwkar displayed an amazing aptitude for wizardry, and soon decided that he'd learned all that his old master could offer, and set off again to seek even more knowledge of the intricacies of arcane magic. He eventually learned of a vast library, on a plane of existence dominated by strange constructs, where it was claimed that the secrets of creation itself were being compiled. After adventuring for a while, he managed to save up enough money to purchase passage there. He spent many months pouring over the enormous tomes he found there, and in return he served as a librarian, organizing the knowledge and even occasionally correcting errors when he found them.
After spending several years there, he felt like he'd amassed as much knowledge as he could for the moment, and he also felt he'd been divinely inspired by Kurtulmak on what to do with the rest of his life: He would design and build the perfect warren. It would be an impenetrable underground fortress with everything a kobold could ever want, a recreation of the legendary Darastrixhurthi
. Then he would return to his homeland and recruit members of his old clan to migrate to it. There he would found a kobold school of wizardry, and found his legacy. No more would the talents of those kobolds inclined more towards studious magic rather than sorcery be overlooked. Having heard of the insane places the guild sends its members, he decided that he could join it to gain some ideas for the "dungeon" he plans to build.
« Last Edit: February 03, 2011, 08:11:17 PM by PhaedrusXY »
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?
Sounds like the makings of a gay porn film.