Timor

Post/Author/DateTimePost
#1

nomadicc

May 01, 2007 13:05:54
This may be of limited usefulness to some, since my campaign is set 25 years after the death of Kalak. Still, you can probably just drop a few levels of Shadow Wizard to account for an earlier campaign.

In the campaign, Timor is one of the major foes, trying to bring about the resurrection of Kalak with the help of the necromancer Dote Mal Payne.

Timor (CR 22)
Male human templar 8/illusionist 8/shadow wizard 10
LE Medium humanoid

Init +5; Senses Listen +2, Spot +2
Languages Common, Elven, Dwarven, Giant, Shadowspeaker

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 151 (26HD); DR 10/magic
Immune -
Resist -
Fort +19, Ref +12, Will +27

Speed 30 ft. (6 squares), shadowjump (80 ft.)
Melee +15/10/5 Staff 1d6-1 (x2)
Ranged
Base Atk +15; Grp +14
Atk Options chill touch
Combat Gear Staff of the Sands (35 charges), ring of freedom of movement, ring of spell turning, cloak of resistance +4, hand of the mage, 3 potion fruits of Death Ward (9), 2 potion fruits of cure serious wounds (7), wand of magic missile (9) (20 charges), wand of shield (18) (40 charges), wand of delayed blast fireball (15) (14 charges)

Wizard Spells Prepared (CL 18th):
9th (DC 25)—summon monster IX, weird x2
8th (DC 24)—greater shout, prismatic wall, summon monster XIII x2
7th (DC 23)—delayed blast fireball, prismatic spray, project image, symbol of weakness
6th (DC 22)—Bigby’s forceful hand, globe of invulnerability, greater dispel magic, eyebite, shadow walk
5th (DC 21)—Rary’s telepathic bond, symbol of pain, teleport x2, wall of stone
4th (DC 20)—dimension door, Evard’s black tentacles, greater invisibility, illusory wall, stoneskin
3rd (DC 19)—displacement, lightning bolt x2, ray of exhaustion, sleet storm
2nd (DC 18)—death mark, protection from arrows, see invisible, shatter, web
1st (DC 17)—mage armor, magic missile, ray of enfeeblement, shield, ventriloquism
0th (DC 16)—arcane mark, dancing lights, detect magic, ghost sound, touch of fatigue

Templar Spells Known (CL 8th):
4th (DC 16) (1+a/day)—divine power, greater command
3rd (DC 15) (2+a/day)—cure serious wounds, dispel magic, glyph of warding
2nd (DC 14) (4+a/day)—enthrall, hold person, lesser restoration, silence
1st (DC 13) (6+a)—bless, cure light wounds, doom, hand of the sorcerer king, sanctuary, shield of faith
0th (DC 12) (8+a)—cure minor wounds, defiler scent, detect poison, detect magic, guidance, inflict minor wounds, light, resistance, virtue

Power Points/Day 2; Psion Powers Known (ML 1st):
1st (DC 17)—my light

Abilities Str 8, Dex 12, Con 14, Int 22, Wis 14, Cha 15
XP -
SQ secular authority, sigil, rebuke undead, shadow casting, shadow taint, shadow illusion, shadow jump (80’), shadowspeaker, shadow form
Feats Great Fortitude, Hidden Talent (My Light), Spell Focus (illusion), Scribe Scroll, Blind Fight, Combat Casting, Iron Will, Greater Spell Focus (illusion), Spell Penetration, Greater Spell Penetration, Improved Initiative, Craft Wand, Craft Staff
Skills Appraise +21, Bluff +31, Concentration +31, Decipher Script +28, Disguise +12, Diplomacy +16, Knowledge (arcane) +30, Knowledge (local) +11, Knowledge (nature) +16, Knowledge (religion) +18, Knowledge (the planes) +21, Literacy, Ride +8, Spellcraft +35, Survival +6
Possessions combat gear plus 15,000cp worth of jewelry including the Badge of the High Templar, fully stocked estate house and mundane items worth 135,000cp
Spellbook spells prepared plus (8th) clone, protection from time; (7th) spell turning, waves of exhaustion; (6th) true seeing; (5th) Mordenkainen's private sanctuary, nightmare, persistent image; (4th) enervation, fear, scrying, wall of fire; (3rd) major image, nondetection, vampiric touch; (2nd) blur, command undead, magic mouth, resist energy; (1st) alarm, color spray, cooling canopy; (0th) detect poison, light, prestidigitation, read magic, resistance


Timor was the second ranking templar in Tyr when Kalak was slain by Tithian, Rikus, Agis, Neeva and Sadira. Obsessed with order, he suffered a mental breakdown upon realizing his worldly structure had been shattered. After a two day coma, he awoke to find the world had changed, but a new order remained.

He set about with great effort to return Tyr to a semblance of its former order, using his influence to organize the shattered templarate and aid the new king. Behind the scenes, hidden in the dark places of his estate, Timor was raving mad. Having already dabbled in defiling magic, Timor turned to secret arcane studies to replace the templar powers lost upon Kalak's death. The need for deception was of utmost importance, which led him to specialize in illusionary dweomers.

Two years after Kalak's death, Timor was approached by Dote Mal Payne, Kalak's former arena necromancer. Long thought dead or fled, Dote had actually remained hidden in UnderTyr. He shared Timor's longing for a return of their Sorcerer-King, and even let Timor in on a profound secret - he had stolen away Kalak's corpse before Sadira and the Veiled Alliance could return to the ziggurat and permanently destroy it!

Thus began a long-term alliance, and the beginning of their plot to revive Kalak and truly bring Tyr back to its original order.

After Sadira returned from the Pristine Tower with her new sun-fed power, Timor and Dote made their own secret journey to the arcane sanctuary. There, they bargained an alliance with a small sect of the shadow giants there. It was from those outsiders that Timor first learned the secrets of shadowmagic.

Vitals: 48 years old; 6’2” tall; 220 lbs

Tactics: If Timor is preparing for combat, he will use his abjuration and illusionary spells up front, including shield, shield of faith, mage armor, displacement, and project image. During combat, he will use his shadow jump ability to avoid melee combatants, and teleport and greater invisibility to escape if defeat is imminent.
#2

cnahumck

May 01, 2007 13:08:51
just on a quick glance, there are no illusionists on Athas. You might want to change it to preserver or defiler. they only need to be 5th level to enter into the shadow wizard class.
#3

brun01

May 01, 2007 14:41:56
How come he still has all his templar spells?
#4

Zardnaar

May 01, 2007 17:37:52
You could also remove all his Templar levels. The PH2 has rules on retraining which lets you replace clas levels with levels in a different class. In your scenario he has had 25 years to do it.
#5

nomadicc

May 01, 2007 23:39:31
Thanks for the feedback, guys... let me know if you see any blatant errors, too. Here's a bit of what I was thinking...

just on a quick glance, there are no illusionists on Athas. You might want to change it to preserver or defiler. they only need to be 5th level to enter into the shadow wizard class.

Yeah, according to 2e, there were no Illusionists in DS. With the class changes in 3e and the school specializations branching beyond illusionist-only, I kinda consider that rule OBE. A specialist wizard is still a wizard... even on Athas. Also, no limitation in the DS3 rules, unless I missed it somewhere...

Easy conversion if you don't allow specialists; just change to wizard and remove one illusion spell per day from his prepared list.

How come he still has all his templar spells?

I should have mentioned that in the original post - in this case, he has his spells because (in my campaign) Kalak is semi-alive and able to grant his former templars spells.

Obviously campaign specific, so just remove those if you're not doing something along the same lines. The loss of the templar spells doesn't significantly affect his power or CR.
#6

kalthandrix

May 02, 2007 9:00:37
There were specialists and illusionists in 2e - so that comment about there being none is incorrect.

Also, templars that cannot cast spells have their CR reduced by 1, so this feller would be a CR 21 I believe.

There are a few tweeks in the placement of some of the abilities, minor things really, but...

For attack options chill touch should be listed there
Shadespeaker in languages
Shadowjump in movement

Thats it - looks cool, so thanks! I do not know if I would use it in relation to Kalak rising from the dead, but it is always nice to have a few extra bad guys laying around.
#7

nomadicc

May 02, 2007 12:08:15
There were specialists and illusionists in 2e - so that comment about there being none is incorrect.

True, but the original DS rules only had Preservers and Defilers, no specialist wizards. Since the specific preserver/defiler classes are covered by Wizard now, I saw no problem with using the specialist rules.

There are a few tweeks in the placement of some of the abilities, minor things really, but...

Thanks!! Edited original post with your findings...
#8

kalthandrix

May 02, 2007 12:16:18
There were several specialist wizards stated out in the adventures - preservers and defilers only notate "how" one powers their arcane magic - there was never any statement made about there not being specialists, which is how one studies magic.

No big deal though.
#9

kalthandrix

May 02, 2007 12:17:35
Oh - and I see that you made the edits, but if an item appears in one section, like the chill touch, than it does not get reshown in the SU section. Just an FYI
#10

Pennarin

May 02, 2007 12:48:23
Just warning you Nomadicc that the first thing the board members will say is There are no illusionists on Athas!...oh, wait, I'm too late.........and they did say it first chance.

Mmm, then you ought to be warned the next step will be There were illusionist wizards in 2E, but no other specialists!...ah good lord, too late again. I'll shut up now and let these cyclical events happen on their own...cannot stop fate, no no!

Darn, my psychic powers are getting so well honed, man!

/sarcasm end
#11

Sysane

May 02, 2007 14:04:33
You could also remove all his Templar levels. The PH2 has rules on retraining which lets you replace clas levels with levels in a different class. In your scenario he has had 25 years to do it.

Correction. Retraining allows you to change feats, skill points, spells/powers, and class features. It does not allow you to switch a level in to another class.
#12

kalthandrix

May 02, 2007 14:34:28
Correction. Retraining allows you to change feats, skill points, spells/powers, and class features. It does not allow you to switch a level in to another class.

Are you sure?

I was under the impression that the rebuild rules in the PHB2 DID allow for one to change class levels - I remember this because there is some very nice artwork in the book showing a dude switching from a warrior to a wizard or somethinng like that.
#13

Sysane

May 02, 2007 16:08:30
Are you sure?

I was under the impression that the rebuild rules in the PHB2 DID allow for one to change class levels - I remember this because there is some very nice artwork in the book showing a dude switching from a warrior to a wizard or somethinng like that.

There's a mechanic that allows for it, but its not the retraining rules.

It requires a character to go on a major quest to some obscure location and under go a magical ritual. Its pretty bad.
#14

Zardnaar

May 02, 2007 16:30:00
Oops my bad those were the rules I was thinking of. I knew you ould do it though. Maybe I'm to lenient and I'll often allow someone to retrain if they've made a bad decision or if a new book comes out with stuff they want but don't qualify for.
#15

Sysane

May 02, 2007 16:46:57
I personally love the retraining rules. They offer a lot to players who chose unwisely in their character creation and open up the option to use feats found in newely released builder books.

The rebuilding rules I'm not so much a fan of. They reek of mozzarella if you catch my meaning.
#16

Zardnaar

May 02, 2007 17:23:43
Yeah I like them to Sysane. PHB2 has been one of the best D&D books I've bought in the last year or so.
#17

nomadicc

May 02, 2007 22:56:02
There were several specialist wizards stated out in the adventures - preservers and defilers only notate "how" one powers their arcane magic - there was never any statement made about there not being specialists, which is how one studies magic. No big deal though.

<< removes foot from mouth>>

Yeah, I should have checked my old sourcebooks before arguing. Regardless, the 3e edition overrules any restrictions against specialists.

<< goes to find new ways to insert foot in mouth >>

Oh - and I see that you made the edits, but if an item appears in one section, like the chill touch, than it does not get reshown in the SU section. Just an FYI

Fixed, again... Respect the Stat Block!

I also added a bit more backstory regarding Timor's relation with DMP.