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Zemeal
Mage of the Blood and Thought Guild

 

ZEMEAL CR 13
Male grey elf Wizard 5/Mage of the Arcane Order 8
CN Small humanoid (human)
Init +3; Senses low-light vision, Search for secret or hidden doors within 5 ft; Listen -2 (+0 if familiar within reach), Spot -2 (+0 if familiar within reach)
Languages Elvish, Abyssal, Celestial, Common, Draconic, Goblin, Infernal, Sylvan


AC 16, touch 13, flat-footed 13
hp 63 (13 HD)
Immune alignment reading, detect thoughts, discern lies, sleep
Fort +7, Ref +8, Will +12

Spd 30 ft (6 squares)
Melee +1 corrosive longsword +7/+2 (1D6 plus 1D6 acid)
Melee +1 jade ghost touch dagger +7/+2 (1D3)
Melee dagger of venom +7/+2 (1D3)
Ranged mwk composite shortbow +9/+4 (1D4-1)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +1
Special Actions Sudden Maximize
Combat Gear +1 corrosive longsword, +1 jade ghost touch dagger, dagger of venom, quiver of launching, masterwork composite shortbow, cold iron arrows (25), corssbow bolts (13), silver crossbow bolts (5), tan bag of tricks (usable by wizards only, advanced dire wolf [+2 HD] replaces rhinoceros]), sceptre of storms (CL 12, 16 charges), elemental gem (fire elemental), elemental gem (earth elemental), arcane scroll of finger of death (CL 13), arcane scroll of energy vulnerability (CL 5), arcane scroll of teleport (CL 9), arcane scroll of comprehend languages (CL 1), arcane scroll of expeditious retreat (CL 1), arcane scrolls of mage armour (2) (CL 1), arcane scroll of protection from evil (CL 1), arcane scroll of protection from chaos (CL 1), arcane scroll of mass mage armour (CL 5), arcane scrolls of invisibility (2), (CL 3), arcane scroll of rope trick (CL 3), arcane scroll of blacklight (CL 5), arcane scrolls of dispel magic (2) (CL 5), arcane scrolls of dispel magic (2) (CL 7), arcane scrolls of assay spell resistance (2) (CL 7), arcane scroll of resilient sphere (CL 7), arcane scroll of lesser globe of invulnerability (CL 7), arcane scroll of greater blink (CL 9), arcane scroll of web (CL 3), arcane scroll of black tentacles (CL 7), potion of cure light wounds (5) (CL 1), potion of cure moderate wounds (4), (CL 3), potion of mage armour (6) (CL 1), potion of slow (CL 5), potion of lesser restoration (CL 3), potion of poison (CL 5), potion of cure serious wounds (CL 5), potion of shield of faith (CL 1), unicorn blood ravage
Wizard Spells Prepared (CL 13 [CL 15 to overcome SR], melee touch +6, ranged touch +10)
7th - greater teleport, mass flesh to salt (DC 23)
6th - disintegrate (DC 22), repulsion (DC 22), steal summoning
5th - firebrand (DC 21), greater blink, prismatic ray (DC 21), teleport
4th - assay spell resistance, black tentacles, charm monster (DC 20), explosive cascade (DC 20), forcewave
3rd - dispel magic, fireball (DC 19), haste, protection from enery, ray of dizziness, unused splot reserved for spellpool
2nd - glitterdust, invisibility, mirror image, protection from arrows, see invisibility, unused splot reserved for spellpool
1st - lesser orb of acid, mage armour, magic missile (2), protection from evil, shield
0 - detect magic, mage hand, message, preserve organ

Abilities Str 8, Dex 17, Con 14, Int 23, Wis 11, Cha 10
SQ familiar (empathic link, scry on familiar 1/day, share spells), flaw (inattentive, -4 penalty to Spot and Listen), spellpool I, II, III (6 spell levels/day up to 7th level, debt repaid in 7 days)
Feats
Cooperative Spell, Craft Wondrous Item, Extend Spell, Improved Familiar, Scribe Scroll, Spellcasting Prodigy, Spell Penetration, Sudden Maximize
Skills Appraise +7 (+9 alchemy and jewelry), Balance +7, Climb +3, Concentration +18, Craft (alchemy) +13, Craft (jewelry) +13, Decipher Script +15, Knowledge (arcana) +19, Knowledge (architecture and engineering) + 7, Knowledge (dungeoneering) +10, Knowledge (nature) +7, Knowledge (planes) +10, Knowledge (religion) +8, Listen -2 (+0 if familiar within reach), Search +8, Spellcraft +22, Spot -2 (+0 if familiar within reach), Use Rope +4
Possessions
combat gear, headband of intellect +4, amulet of health +2, ring of protection +2, cloak of the forest, hat of disguise (usable by wizards only), robe of resistance +2 (as cloak of resistance), eye of erramu, eight diagram coins (minor), belt of shrinking, boots of lesser levitation, ring of mind shielding, Nemis soul splinter*, Nemis mind splinter*, Nemis body splinter*, spell components pouch, spellbooks, alchemist's fire (14), masterwork potion belt, pearls (7) (100 gp), masterwork jeweler's tools, diamond dust (4), silver dust, diamond (5,000 gp)
Spellbook spells prepared plus
6th - familiar refuge, mass suggestion
5th - draconic polymorph, mass fire shield, telekinesis
4th - bestow curse, detect scrying, dimensional anchor, dimension door, fire shield, fire trap, force missiles, lesser globe of invulnerability, mass enlarge person, summon monster IV, wall of deadly chains
3rd - arcane sight, bands of steel, blacklight, call lesser demon, chain missile, deep slumber, dragonskin, halt undead, magic circle against chaos/evil/good/law, major image, phantasmal strangler, scintillating sphere, secret page, sepia snake sigil, shrink item, stinking cloud, summon monster III, wind wall
2nd - acid arrow, alter self, arcane lock, blur, body of the sun, choke, command undead, create miasma, eagle's spelndour, earthbind, false life, flaming sphere, knock, levitate, phantasmal assailants, phantom trap, power word sicken, pyrotechnics, ray of weakness, rope trick, scorch, summon monster II, summon swarm
1st - alarm, burning hands, cause fear, charm person, colour spray, comprehend languages, create trap, detect secret door, expeditious retreat, feather fall, floating disc, grease, identify, lesser orb of sound, mount, obscuring mist, protection from chaos/good/law, scholar's touch, shocking grasp, sleep, sonic blast, spirit worm, true strike, unseen servant
0 - acid splash, amanuensis, arcane mark, caltrops, dancing lights, daze, detect poison, disrupt undead, electric jolt, flare, ghost sound, launch bolt, launch item, light, mending, no light, open/close, prestidigitation, ray of frost, read magic, repair minor damage, resistance, silent portal, slash tongue, sonic snap, stick, touch of fatigue, unnerving gaze

* These items, while magical, merely contain the sundered pieces of Zemeal's old master. As such, they have no current use.


Quiver of Launching

Price (Item Level): 2,000 gp (6th)
Body Slot: -
Caster Level: 1st
Aura: Faint; (DC 15) transmutation
Activation: standard (manipulation)
Weight: 1 lb. (3 lbs. when full)

This quiver (can also be in the form of a crossbow case) can hold a score of arrows. In addition, it has a side compartment that can hold 5 vials or 2 flasks. Any arrow or vial or flask placed into the quiver for 10 minutes becomes charged. A charged object can be drawn forth from the quiver and launched as if affected by a launch item spell. If the item drawn is not launched by the end of the bearer's next turn, the item loses its charge and must be recharged. Only the wearer of the quiver can draw forth an item and retain its charge. Anyone else drawing forth an item will find it carries no charge.

Presrequisites: Craft Wondrous Item, launch item
Cost to Create:
1,000 gp, 80 XP, 90 days


Eye of Erramu

Price (Item Level): 37,000 gp (17th)
Body Slot: -
Caster Level: 5th
Aura: Faint; (DC 17) divination
Activation: swift (manipulation) and standard (command)
Weight: 1/2 lb.

This fist-sized crystal looks like a large glass eye. When picke dup and looked into, the eye of Erramu blinks and glows with sky-blue clarity (shedding light equivalent to a candle). The eye of Erramu is said to be the crystallized eye of some forgotten netherbeing who was renowned for his prodigous travel magics.

Merely looking into the eye of Erramu activates either of its effects.

The first effect shows whomever looks into the eye a perfect prerecorded vision of another location, sufficient for the observer to count as very familiar with the location for the purpose of a teleport spell. The eye can hold up to ten such scenes, and each time the holder blinks while gazing into the eye it reveals its next stored scene.

To add a new scene, the user must bring the crystal to the location to be recorded, then hold it up while speaking the command "See and remember, Erramu." To delete a scene, the observe looks at it with the eye and speaks the command Forget, Erramu."

The second effect allows anyone looking through the eye to see a reconstructed image of the object viewed, no matter how ruined or torn up. For example, looking at a ruined keep through the eye will show the keep in its fully constructed glory. Looking at the ripped up pages of a tome will show the page whole and unmarred.

Presrequisites: Craft Wondrous Item, arcane eye
Cost to Create:
18,500 gp, 1,480 XP, 4 years 209 days (1,665 days)


Belt of Shrinking

Price (Item Level): 6,000 gp (10th)
Body Slot: Waist
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: -
Weight: -

This belt will cause the wearer to be under the effect of a reduce person spell. If the wearer is not a humanoid creature, the belt will not function.

Presrequisites: Craft Wondrous Item, reduce person
Cost to Create:
3,000 gp, 240 XP, 270 days


Boots of Lesser Levitation

Price (Item Level): 4,500 gp (9th)
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: standard (command)
Weight: 2 lbs.

These leather boots are made of the hide of a barghest, and are studded with from three sapphires of deepest blue. They can be used by their wearer to cast a levitate spell upon himself 3/day.

Presrequisites: Craft Wondrous Item, levitate
Cost to Create:
2,250 gp, 180 XP, 203 days


Sceptre of Storms

Price (Item Level): 65,250 gp (19th)
Body Slot: - (held)
Caster Level: 12th
Aura: Strong; (DC 21) varied
Activation: standard (spell trigger)
Weight: 3 lbs.

While this item is a sceptre of twisted coral topped with an amethyst, it functions like a staff for purposes of activating and using its powers.

It allows use of the following spells:

Fog cloud (1 charge)
Gust of wind (1 charge)
Control winds (1 charge)
Cloudburst (1 charge)
Chain Lightning (6 charges)

Prerequisites: Craft Staff, fog cloud, gust of wind, control winds, cloudburst, chain lightning
Cost to Create:
32,625 gp, 262 XP, 66 days

BLITZANTHIUM CR -
Small air elemental familiar
N Small elemental (air, extraplanar)
Init +7; Senses darkvision 60 ft, see invisibility; Listen +2, Spot +3
Languages Auran, speak with elementals, speak with master


AC 21, touch 14, flat-footed 18; air mastery
hp 31 (13 HD); air mastery
SR 18
Fort +2, Ref +6, Will +9; improved evasion

Spd fly 100 ft (perfect) (20 squares)
Melee slam +10 (1D4)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +2
Special Actions Flyby Attack, whirlwind
Combat Gear potion of cure light wounds (CL 1), tanglefoot bag, thunderstone

Abilities Str 10, Dex 17, Con 10, Int 8, Wis 11, Cha 1
SQ elemental traits, familiar (deliver touch spells, empathic link, share spells), invisibility
Feats
Flyby Attack, Improved Initiative, Weapon Finesse
Skills Listen +5, Spot +7
Possessions combat gear, bracers of armour +1

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Invisbility (Su) Blitzanthium may become invisible (as the spell) for 5 minutes/day.

Whirlwind (Ex) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 6 rounds. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 20 feet tall The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a DC 11 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second DC 11 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a DC 11 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Experience Points: 79,578.

Originally born on the Isle of Onlor in 5391, in the eastern Forest of Relum, the third son of the elven noble house of Avanarastir, Zemeal exhibited magical talent from an early age. At much cost to the family, Zemeal was apprenticed to a powerful mage named Nemis who dwelt in the village of Leaventide and ran a guild dedicated to teaching the way of formal wizardry to the normally sorcerous elves. Zemeal spent many years with Nemis and learned fast.

Nemis was head of his guild, known as the Order of Blood and Thought, and it was rumoured that he had dealings with the legendary silver dragon Octonneor de Lurgente. Nemis and the guild took no interest in worldly affairs or problems and tried to ignore what later became the War of the Gem. However, when the silver dragon left to fight in the War, he bequeathed to Nemis, for safekeeping, an artifact of great power. Even when the dragon returned, he was so tired and wounded from his fighting that he bade Nemis still watch over the mighty item.

In 5530, a group of paid mercenaries attacked the Guildhouse in Leaventide. These mercenaries stole the artifact and a spellbook said to have been given to Nemis by Octonneor de Lurgente which was rumoured to have scribed within it a great many exotic or little-known arcane spells.

During the attack, many of the guild's mages were slain or severely wounded. Zemeal was one of these, and he was left for dead by the attackers. The mercenaries used some form of magic prepared for them to encase Nemis inside a specially prepared sapphire. The sapphire was then splintered into 3 pieces. Each piece contained a portion of Nemis's being… mind, body, and soul. The pieces were then divided up among the three mercenary leaders who then disappeared into the North.

After returning to health, Zemeal tried to continue his studies. Soon he began to have visions of his old master in eternal pain, and speaking only in broken common. The visions were unending and continue to this day, but one reoccurring statement has been: "Splintered Arrow". With some research this was revealed to be the name of a mercenary band. Not knowing if this was just old memories resurfacing or true visions, Zemeal began the search for these mercenaries, thinking them perhaps the same who sacked his Guildhouse.

Tracking the mercenaries to the Far Coast, Zemeal met Varinoth, the House Commander of House Riverine. Varinoth knew of Splintered Arrow, and explained they worked for House Mercur as sometimes bullyboys and hired muscle.

Knowing the growing power of the House Mercer, Zemeal needed to align himself with a like power. Varinoth sponsored Zemeal's membership in the House Riverine, feeling the elf was sincere in his desire to avenge his master's capture and/or death.

Zemeal served as mercenary for House Riverine, though his strange ways did not endear him to his fellows. Nevertheless, Zemeal eventually recovered all three pieces of his master, as well as the artifact from the drow elves who had perpetuated the crime in the first place.

Zemeal has returned to Onlor to try to tind a way to reconsititute Nemis. He has also returned the artifact, the crystal of the ebon flame, to Octonneor de Lurgente.

In combat, Zemeal, who always wears his belt of shrinking, rides his familiar as a steed, using it to zip into spell range, cast a spell, and then zip out of harm's way.

 

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