Now for the first of the two wizards. They are twin brothers and share spellbooks freely. Combined with the Elven Generalist Wizard substitution level from Races of the Wild, this gives them a total of 6 free spells known at each level (each one gets 3, then copies the other's 3). They have also both visited the Frog God's Fane location from Complete Scoundrel, thereby gaining Skill Focus (Knowledge Religion) as a bonus feat. This ability is given a gold value of 2000 gp in that book, and I have counted it as part of their wealth by level at that value, once for each of them.
Cergar Morech, retired Spellguard and Archmage of the Arcane Order
Spoiler
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Cergar Morech
Race: Grey Elf (Outsider (Angel, Good, Fire))
Deity: Heironeous
Alignment: Lawful Good
Class: Wizard 5/Divine Oracle 3/Spellguard of Silverymoon 5/Mage of the Arcane Order 4/Archmage 1
Init: +4 +22
Senses: low-light vision
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc, Sylvan, Infernal all
____________
AC 10 (touch 10, flat-footed 10)
AC 121 (touch 77, flat-footed 114), +1 when flying, can't be flanked
hp 86 230 +383 temp
DR none 15/epic and evil, 10/adamantine
Saves: Fort 6, Ref 5, Will 16, evasion
Saves: Fort 42, Ref 45 (+1 when flying), Will 56, evasion, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+1 Transmuting Swarmstrike Adamantine Longsword
+8/+3 +73/+73/+68/+63/+58
17-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 1d8-2 1d8+1d6+65 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5'
BAB/grapple: +7/+5 +18/immune
_____________________
Str 6, Dex 10, Con 14, Int 28, Wis 8, Cha 14
Str 70, Dex 36, Con 36, Int 36, Wis 38, Cha 28
special qualities
Flaws: Shaky, Inattentive
Feats: (location) Skill Focus (Knowledge Religion), Combat Casting, Sudden Silent Spell, Spell Focus (Conjuration), Scribe Scroll, Spell Focus (Transmutation), Skill Focus (Spellcraft), Improved Initiative, Cooperative Spell, Sudden Still Spell, Improved Counterspell, Reactive Counterspell, Arcane Disciple (Destiny domain), Split Ray
Power Attack, Blind-Fight
Skill ranks: Knowledge (Religion) 12, Spellcraft 21, Knowledge (Arcana) 21, Concentration 21, Knowledge (Architecture and Engineering) 21, Knowledge (Geography) 21, Knowledge (The Planes) 21, Use Magic Device 10, Craft (painting) 1
Synergies: +2 spellcraft, +2 search for secret doors, +2 survival vs lost or hazards, +2 survival on other planes, +2 spellcraft with scrolls, +2 UMD with scrolls
Skills: Appraise 16, Balance 16, Bluff 12, Climb 37, Concentration 37, Craft (Painting) 17, Decipher Script 16, Diplomacy 12, Disable Device 16, Disguise 12, Escape Artist 21, Forgery 16, Gather Information 12, Handle Animal 13, Heal 17, Hide 35, Intimidate 12, Jump 75, Knowledge (Arcana) 47, Knowledge (Religion) 41, Knowledge (Architecture and Engineering) 47, Knowledge (Geography) 47, Knowledge (The Planes) 47, Knowledge (all) 26, Listen 37, Move Silently 17, Open Lock 16, Perform 20, Profession 17, Ride 16, Search 29, Sense Motive 17, Sleight of Hand 16, Spellcraft 42, Spot 49, Survival 29, Swim 40, Tumble 16, Use Magic Device 22, Use Rope 16
____________
Equipment
Bag of Holding type II (filled with many various shrunk rocks)
Monk's Belt
Boccob's Blessed Book
Gauntlets of Rust and Ghost Fighting
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Necklace of Adaptation
Strand of Prayer Beads
Ring of Spell-Battle
Steadfast Boots
Spool of Endless Rope
Ring of Enduring Arcana
2 luck blades
Crystal Mask of Detection
Tome of Clear Thoughts +4 (used)
Universal Solvent
Cube of Force
Mundane gear pack
Analyze Dweomer focus
Augury focus
Legend Lore focus
Mordenkainen's Magnificent Mansion focus
Mirror for Scrying
1250 gp incense for Augury, Divination, and Legend Lore
3 pinches Primal Essence
________
Generalist Wizardry (Races of the Wild)
Summon familiar
Spontaneous Divination (CompChamp)
Oracle Domain
Scry Bonus
Prescient Sense
Trap Sense +1
Divination Enhancement
Ward Attunement
3 bonus metamagics
Selective Spell
Spellguard
Spell Power +1
Spellpool II
bonus language
Arcane Reach
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
_____________
Spells prepared:
Level 0: Detect Magic, Read Magic, Prestidigitation x2
Level 1: Accelerated Movement, Detect Secret Doors, Ebon Eyes, Alarm, Blood Wind, Grease, 2 open
Level 2: Create Magic Tattoo, Heroics, Hurl, Glitterdust, Knock, 2 open
Level 3: Analyze Portal, Dolorous Blow, Greater Mage Armor, Leomund's Tiny Hut, Regroup, 2 open
Level 4: Aerial Alacrity, Detect Scrying, Mystic Surge, Ray Deflection, Celerity, Orb of Force, 1 open
Level 5: Dragonsight, Greater Blink, Break Enchantment, Dimension Shuffle, Telekinesis, Wall of Force, 1 open
Level 6: Exalted Raiment, Greater Heroism, Disintegrate, Ruby Ray of Reversal, 2 open
Level 7: Elemental Body, Glorious Master of the Elements, Greater Arcane Sight, Limited Wish, Mordenkainen's Magnificent Mansion
Level 8: Chain Dispel, Ghostform, Greater Celerity, Horrid Wilting, Otiluke's Telekinetic Sphere
Level 9: Choose Destiny, Greater Dimension Jumper, Sphere of Ultimate Destruction, Mordenkainen's Disjunction x2
____________________
Spellbook:
Level 0: all
Level 1: Alarm, Accelerated Movement, Animate Rope, Blood Wind, Comprehend Languages, Detect Secret Doors, Ebon Eyes, Feather Fall, Grease, Magic Missile, Ray of Enfeeblement, Scholar's Touch, Spontaneous Search, True Casting, True strike, Vigilant Slumber, 8 more
Level 2: Augury, Create Magic Tattoo, Glitterdust, Greater Alarm, Heroics, Hurl, Knock, Locate Object, Slapping Hand, Sonic Weapon, Suffer the Flesh, Wraithstrike
Level 3: Analyze Portal, Battlemagic Perception, Divination, Dolorous Blow, Greater Mage Armor, Greater Magic Weapon, Leomund's Tiny Hut, Regroup, Shadow Phase, Shrink Item, Spellcaster's Bane, Tremorsense
Level 4: Aerial Alacrity, Arcane Eye, Assasy Spell Resistance, Celerity, Detect Scrying, Dimension Door, Mystic Surge, Orb of Force, Otiluke's Resilient Sphere, Ray Deflection, Ruin Delver's Fortune, Spell Enhancer
Level 5: Break Enchantment, Contact Other Plane, Dimension Shuffle, Dragonsight, Freezing Fog, Greater Blink, Greater Dimension Door, Prying Eyes, Telekinesis, Transmute Sand to Stone, Wall of Force, Wall of Stone
Level 6: Analyze Dweomer, Disintegrate, Exalted Raiment, Eye of Stone, Greater Dispel Magic, Greater Heroism, Interplanar Telepathic Bond, Legend Lore, Ruby Ray of Reversal, Scry Location, Starmantle, Wall of Iron
Level 7: Brilliant Aura, Elemental Body, Forcecage, Glorious Master of the Elements, Greater Arcane Sight, Greater Scrying, Ironguard, Justice of the Wyrm King, Limited Wish, Mordenkainen's Magnificent Mansion, Greater Teleport, Teleport Object
Level 8: Chain Dispel, Discern Location, Ghostform, Greater Celerity, Greater Prying Eyes, Horrid Wilting, Moment of Prescience, Otiluke's Telekinetic Sphere, Otto's Irresistible Dance, 3 more
Level 9: Black Blade of Disaster, Choose Destiny, Eye of Power, Greater Dimension Jumper, Freedom, Invoke Magic, Mordenkainen's Disjunction, Reaving Dispel, Shapechange, Sphere of Ultimate Destruction, Time Stop, Wish
________________
Cergar Morech and his twin brother Vordano were born and raised in Silverymoon. The pair were both proud to follow in their fathers' footsteps as master wizards, and they did practically everything together. Cergar was the more responsible of the two and was always having to get his brother out of mischief, but it was usually fun and sometimes informative so he didn't mind too much.
Vordano was quite a prankster and could never resist indulging his curiosity, and Cergar would invariably get dragged along for the ride. One particular incident deserves special note: Vordano often imagined himself as a great adventurer, fearlessly exploring ancient ruins and unearthing their secrets, and he stumbled upon references to an abandoned religious shrine to a forgotten god nearby. Intrigued, he researched the subject further and found nothing to indicate danger too great for the twins to handle despite their relative inexperience. There was nothing for it in his mind but to set off immediately, brother in tow, to get started on his life of excitement.
Thus, the pair of them discovered the Frog God's Fane (magic location from Complete Scoundrel pages 145-146). The experience mellowed Vordano out a bit, as he found the jungle not at all to his liking and was brought a little too close to facing his own mortality, and the pair threw themselves back into their study of magic. In time, they joined the Spellguard of their city and served proudly, always willing to show off what they were capable of to aid the deserving. They spent much of their off duty time studying with the civilian wizard's guild as well, and have recently joined the ranks of Archmagi.
Vordano recently unearthed some lore about the Grinder in his research and, curious and still retaining a bit of his adventurous spirit, determined that attempting to claim its prize would be a challenge worthy of his and his brother's skills. Wary of the dire warnings they found and uncertain how the gods might view an attempt to join their ranks, however, the brothers sought out the advice of a powerful cleric who was passing through. Loratai Estran assured them that there has been sufficient precedent of mortals ascending to godhood that the pantheon would not be overly disgruntled, but agreed that a pair of wizards, even ones as accomplished as the Morech brothers, would not likely be enough to succeed. She then surprised them by volunteering to come with them and to contact several other powerful friends who might also help.
Wizard number 2.
Vordano Morech, retired Spellguard and Archmage of the Arcane Order
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Vordano Morech
Race: Grey Elf (Outsider (Angel, Good, Fire))
Deity: Mystra
Alignment: Chaotic Good
Class: Wizard 5/Divine Oracle 3/Spellguard of Silverymoon 5/Mage of the Arcane Order 4/Archmage 1
Init: +4 +22
Senses: low-light vision
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc, Sylvan, Abyssal all
____________
AC 10 (touch 10, flat-footed 10)
AC 122 (touch 78, flat-footed 115), +1 when flying, can't be flanked
hp 86 230 +383 temp
DR none 15/epic and evil, 10/adamantine
Saves: Fort 6, Ref 5, Will 16, evasion
Saves: Fort 42, Ref 45 (+1 when flying), Will 56, evasion, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+1 Transmuting Swarmstrike Adamantine Longsword
+8/+3 +72/+72/+67/+62/+57
17-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 1d8-2 1d8+1d6+65 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5'
BAB/grapple: +7/+5 +18/immune
_____________________
Str 6, Dex 10, Con 14, Int 28, Wis 8, Cha 14
Str 70, Dex 36, Con 36, Int 36, Wis 38, Cha 28
special qualities
Flaws: Shaky, Inattentive
Feats: (location) Skill Focus (Knowledge Religion), Combat Casting, Silent Spell, Spell Focus (Conjuration), Scribe Scroll, Spell Focus (Transmutation), Skill Focus (Spellcraft), Improved Initiative, Cooperative Spell, Still Spell, Improved Counterspell, Reactive Counterspell, Eschew Materials, Quicken Spell
Power Attack, Blind-Fight
Skill ranks: Spellcraft 21, Knowledge (Arcana) 21, Concentration 21, Use Magic Device 9, Knowledge (Religion) 21, Knowledge (History) 21, Knowledge (Nobility and Royalty) 21, Knowledge (Local) 7, Craft (painting) 1, Decipher Script 5, Disable Device 1
Synergies: +2 UMD with scrolls, +2 spellcraft, +2 spellcraft with scrolls, +2 diplomacy, +2 gather information, +2 UMD with scrolls
Skills: Appraise 17, Balance 17, Bluff 13, Climb 38, Concentration 38, Craft (Painting) 18, Decipher Script 22, Diplomacy 15, Disable Device 18, Disguise 13, Escape Artist 22, Forgery 17, Gather Information 15, Handle Animal 14, Heal 18, Hide 36, Intimidate 13, Jump 76, Knowledge (Arcana) 48, Knowledge (Religion) 51, Knowledge (History) 48, Knowledge (Nobility and Royalty) 48, Knowledge (Local) 34, Knowledge (all) 27, Listen 38, Move Silently 18, Open Lock 17, Perform 21, Profession 18, Ride 17, Search 30, Sense Motive 18, Sleight of Hand 17, Spellcraft 43, Spot 50, Survival 30, Swim 41, Tumble 17, Use Magic Device 22, Use Rope 17
____________
Equipment
Nolzur's Marvelous Pigments x5
Monk's Belt
Boccob's Blessed Book
Gauntlets of Rust and Ghost Fighting
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Necklace of Adaptation
Strand of Prayer Beads
Ring of Spell-Battle
Steadfast Boots
Spool of Endless Rope
Ring of Enduring Arcana
2 luck blades
Crystal Mask of Detection
Tome of Clear Thoughts +4 (used)
Universal Solvent
Cube of Force
Mundane gear pack
Augury focus
Legend Lore focus
Shapechange focus
Ironguard focus
1250 gp incense for Augury, Divination, and Legend Lore
3 pinches Primal Essence
________
Generalist Wizardry (Races of the Wild)
Summon familiar
Spontaneous Divination (CompChamp)
Oracle Domain
Scry Bonus
Prescient Sense
Trap Sense +1
Divination Enhancement
Ward Attunement
3 bonus metamagics
Selective Spell
Spellguard
Spell Power +1
Spellpool II
bonus language
Arcane Reach
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
_____________
Spells prepared:
Level 0: Detect Magic, Read Magic, Prestidigitation x2
Level 1: Animate Rope x2, Feather Fall, Magic Missile, Ray of Enfeeblement, Grease, 2 open
Level 2: Sonic Weapon, Suffer the Flesh, Wraithstrike, Glitterdust, Slapping Hand, 2 open
Level 3: Greater Magic Weapon, Shadow Phase, Spellcaster's Bane, Tremorsense, Leomund's Tiny Hut, Regroup, 1 open
Level 4: Ruin Delver's Fortune x3, Spell Enhancer, Celerity, Otiluke's Resilient Sphere, 1 open
Level 5: Greater Dimension Door, Break Enchantment, Dimension Shuffle, Wall of Force, Transmute Sand to Stone, 2 open
Level 6: Interplanar Telepathic Bond, Starmantle, Disintegrate, Ruby Ray of Reversal, 2 open
Level 7: Ironguard, Justice of the Wyrm King, Limited Wish, Greater Teleport, Teleport Object
Level 8: Chain Dispel, Greater Celerity, Horrid Wilting, Otiluke's Telekinetic Sphere, Otto's Irresistible Dance
Level 9: Shapechange x2, Freedom, Mordenkainen's Disjunction x2
____________________
Spellbook:
Level 0: all
Level 1: Alarm, Accelerated Movement, Animate Rope, Blood Wind, Comprehend Languages, Detect Secret Doors, Ebon Eyes, Feather Fall, Grease, Magic Missile, Ray of Enfeeblement, Scholar's Touch, Spontaneous Search, True Casting, True strike, Vigilant Slumber, 8 more
Level 2: Augury, Create Magic Tattoo, Glitterdust, Greater Alarm, Heroics, Hurl, Knock, Locate Object, Slapping Hand, Sonic Weapon, Suffer the Flesh, Wraithstrike
Level 3: Analyze Portal, Battlemagic Perception, Divination, Dolorous Blow, Greater Mage Armor, Greater Magic Weapon, Leomund's Tiny Hut, Regroup, Shadow Phase, Shrink Item, Spellcaster's Bane, Tremorsense
Level 4: Aerial Alacrity, Arcane Eye, Assasy Spell Resistance, Celerity, Detect Scrying, Dimension Door, Mystic Surge, Orb of Force, Otiluke's Resilient Sphere, Ray Deflection, Ruin Delver's Fortune, Spell Enhancer
Level 5: Break Enchantment, Contact Other Plane, Dimension Shuffle, Dragonsight, Freezing Fog, Greater Blink, Greater Dimension Door, Prying Eyes, Telekinesis, Transmute Sand to Stone, Wall of Force, Wall of Stone
Level 6: Analyze Dweomer, Disintegrate, Exalted Raiment, Eye of Stone, Greater Dispel Magic, Greater Heroism, Interplanar Telepathic Bond, Legend Lore, Ruby Ray of Reversal, Scry Location, Starmantle, Wall of Iron
Level 7: Brilliant Aura, Elemental Body, Forcecage, Glorious Master of the Elements, Greater Arcane Sight, Greater Scrying, Ironguard, Justice of the Wyrm King, Limited Wish, Mordenkainen's Magnificent Mansion, Greater Teleport, Teleport Object
Level 8: Chain Dispel, Discern Location, Ghostform, Greater Celerity, Greater Prying Eyes, Horrid Wilting, Moment of Prescience, Otiluke's Telekinetic Sphere, Otto's Irresistible Dance, 3 more
Level 9: Black Blade of Disaster, Eye of Power, Greater Dimension Jumper, Freedom, Invoke Magic, Mordenkainen's Disjunction, Reaving Dispel, Shapechange, Sphere of Ultimate Destruction, Time Stop, Wish
________________
Vordano Morech and his twin brother Cergar were born and raised in Silverymoon. The pair were both proud to follow in their fathers' footsteps as master wizards, and they did practically everything together. Vordano was the more mischievous of the two and was always getting himself in trouble and usually dragging his brother into it as well. Fortunately for Vordano, his many scrapes were usually entertaining and informative, so his brother didn't mind too much.
Vordano was quite a prankster and could never resist indulging his curiosity, and Cergar would invariably get dragged along for the ride. One particular incident deserves special note: Vordano often imagined himself as a great adventurer, fearlessly exploring ancient ruins and unearthing their secrets, and he stumbled upon references to an abandoned religious shrine to a forgotten god nearby. Intrigued, he researched the subject further and found nothing to indicate danger too great for the twins to handle despite their relative inexperience. There was nothing for it in his mind but to set off immediately, brother in tow, to get started on his life of excitement.
Thus, the pair of them discovered the Frog God's Fane (magic location from Complete Scoundrel pages 145-146). The experience mellowed Vordano out a bit, as he found the jungle not at all to his liking and was brought a little too close to facing his own mortality, and the pair threw themselves back into their study of magic. In time, they joined the Spellguard of their city and served proudly, always willing to show off what they were capable of to aid the deserving. They spent much of their off duty time studying with the civilian wizard's guild as well, and have recently joined the ranks of Archmagi.
Vordano recently unearthed some lore about the Grinder in his research and, curious and still retaining a bit of his adventurous spirit, determined that attempting to claim its prize would be a challenge worthy of his and his brother's skills. Wary of the dire warnings they found and uncertain how the gods might view an attempt to join their ranks, however, the brothers sought out the advice of a powerful cleric who was passing through. Loratai Estran assured them that there has been sufficient precedent of mortals ascending to godhood that the pantheon would not be overly disgruntled, but agreed that a pair of wizards, even ones as accomplished as the Morech brothers, would not likely be enough to succeed. She then surprised them by volunteering to come with them and to contact several other powerful friends who might also help.
Now the druid. Just the animal companion left after this, plus double checking equipment and posting the buff list.
Nyeron Endas, old druid.
Spoiler
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Nyeron Endas
Race: Human (Outsider (Angel, Good, Fire))
Deity: Ehlonna
Alignment: Neutral Good
Class: Druid 15/Divine Oracle 3
Init: -1 +18
Senses: low-light vision
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, telepathy within party (even across planes), know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, automatically recognize spellcasting within 100' with line of effect, no distance limit and also know caster level with line of sight, Blessed Sight (like Arcane Sight, but for evil)
Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc, Sylvan, Abyssal all
____________
AC 9 (touch 9, flat-footed 9)
AC 132 (touch 88, flat-footed 125), +1 when flying, can't be flanked
hp 118 262 +383 temp
DR none 15/epic and evil, 10/adamantine
Saves: Fort 12, Ref 5, Will 22, evasion
Saves: Fort 47, Ref 46 (+1 when flying), Will 61, evasion, roll twice take better
Regeneration 15/epic and evil or [evil]
Fast Healing 5
SR 32
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
20' radius Magic Circle Against Evil and Lesser Globe of Invulerability
10 levels Spell Turning
Breathe water
Contingent Heal
Evil creatures within 10' take -2 on attacks ands aves
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+12 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Petrification
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Rust attacks
Harmful vapors and gasses, vacuum (Necklace of Adaptation)
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
_________________
Speed: 30 land 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
+1 Transmuting Swarmstrike Adamantine Scimitar
+12/+7/+2 +72/+72/+67/+62/+57
15-20 crit, crits autoconfirm, touch attacks, roll twice take better
Constantly readied against charge
Damage: 1d6 2d6+65 +1d6 sonic, +xd6 vs larger foes
Space/reach: 5'/5'
BAB/grapple: +12/+11 +18/immune
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Str 8, Dex 8, Con 14, Int 18, Wis 30, Cha 13
Str 70, Dex 36, Con 36, Int 26, Wis 60, Cha 27
special qualities
Feats: Able Learner (Races of Destiny), Skill Focus (Knowledge Religion), Sudden Silent Spell, Natural Spell, Track, Spell Focus (Transmutation), Ability Enhancer, Natural Bond
Power Attack, Blind-Fight
Skill ranks: Knowledge (Religion) 8, Concentration 21, Handle Animal 7, Knowledge (Nature) 21, Spellcraft 21, Survival 21, Spot 21, Listen 21, Speak Language (3 languages)
Synergies: +2 ride, +2 wild empathy, +2 survival in nature, +2 UMD with scrolls, +2 Knowledge (Nature)
Skills: Appraise 11, Balance 16, Bluff 11, Climb 37, Concentration 37, Craft 11, Decipher Script 11, Diplomacy 11, Disable Device 11, Disguise 11, Escape Artist 21, Forgery 11, Gather Information 11, Handle Animal 19, Heal 28, Hide 35, Intimidate 11, Jump 75, Knowledge (Religion) 32, Knowledge (Nature) 46, Knowledge (all) 21, Listen 73, Move Silently 17, Open Lock 16, Perform 19, Profession 28, Ride 18, Search 16, Sense Motive 28, Sleight of Hand 16, Spellcraft 32, Spot 85, Survival 63, Swim 40, Tumble 16, Use Magic Device 11, Use Rope 16
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Equipment
Monk's Belt
Gauntlets of Rust and Ghost Fighting
Heward's Handy Haversack
Pale Green Prism Ioun Stone
Necklace of Adaptation
Strand of Prayer Beads
Ankh of Ascension
Ring of Spell-Battle
Steadfast Boots
Spool of Endless Rope
Ring of Enduring Arcana
2 luck blades
Tome of Understanding +5 (used)
Universal Solvent
Mundane gear pack
3 pinches Primal Essence
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Animal Companion
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape 5/day (tiny-huge, plant)
Venom Immunity
A Thousand Faces
Timeless Body
Oracle Domain
Scry Bonus
Prescient Sense
Trap Sense +1
Divination Enhancement
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will
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Spells prepared:
Level 0: Create Water, Know Direction, Dawn x2, Purify Food and Drink, Mending
Level 1: Animate Water x2, Aspect of the Wolf, Crabwalk, Deep Breath, Endure Elements, Faerie Fire, Hawkeye, Rapid Burrowing, Snowsight, Speak with Animals, Surefooted Stride
Level 2: Burrow, Cloud Wings, Embrace the Wild, Nature's Favor x2, One With the Land, Primal Hunter, Tojanida Sight, Warp Wood, Wild Instincts, Reduce Animal
Level 3: Control Sand, Control Temperature, Daylight, Girallon's Blessing, Lion's Charge, Primal Instinct, Stone Shape x3, Wind Wall x2
Level 4: Control Currents x3, Essense of the Raptor, Eye of the Hurricane, Greater Blindsight x2, Freedom of Movement x2, Primal Senses, Superior Magic Fang
Level 5: Control Winds x3, Greater Vigor, Owl's Insight x2, Sirine's Grace, Transformation of the Deeps, Transmute Sand to Stone x2
Level 6: Bite of the Werebear x2, Energy Immunity x4, Find the Path x2, Primal Speed
Level 7: Control Weather x4, Sunbeam x2, Wind Walk x2
Level 8: Cocoon x3, Earth Glide x2, Earthquake x2, Sunburst8
Level 9: Cast in Stone, Nature's Avatar x2, Foresight, Undermaster x2, Planar Perinarch
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Nyeron Endas is an ancient (for a human) druid who long ago rid the tundra forest he calls home of unwelcome intruders. Neighboring orc and goblin tribes don't dare even enter his forest any more, much less try to chop a tree down for firewood. His life has been mostly uneventful for the past 40 years or so, to the point where a peaceful visit by a wandering cleric of Mystra was a major occasion.
Loratai Estran stayed as his guest for several weeks, showing great respect for his accomplishments and home and eagerly listening to his stories. Though he was content and happy that his forest was no longer threatened, the tales Loratai told in exchange reminded him vividly of just how much more alive he had felt in his youth, dealing with frequent incursions of orcs and even, every so often, direct large scale assaults on his own grove. By the time she moved on he was growing wistful for the excitement of decades past, and when Loratai contacted him about the Grinder he wasted no time joining her. His forest would be safe in his absence, he judged - his enemies were too afraid of him to even check if he was still there.
For the animal companion, Nyeron has a Dire Polar Bear. The base stats for it are in Frostburn, and PHBII added it to the list of animal companion possibilities with a -15 penalty for effective druid level. I assumed that Shapechanging as required for my buffing procedure is a valid trick to teach him, possibly only after buffing his intelligence. Boosting the bear's intelligence to low human levels does not require doing the Shapechange first, so I think this is reasonable. He does not Shapechange into a Solar afterwards like the rest of the party, however - the Dire Polar Bear's natural stats are high enough that wouldn't be quite such a boost as for everyone else. He is instead buffed with Reduce Animal to help him fit into possible tight spaces.
Lorch, the Dire Polar Bear
Spoiler
Show
Lorch
Race: Dire Polar Bear
Alignment: Neutral
Init: 1 +15
Senses: low-light vision, scent
Senses: Detect Magic, Detect Evil, Detect Good, Detect Chaos, Detect Law, Read Magic, Greater Arcane Sight, Darkvision 300', double-strength Low light vision, Detect Scrying, Detect Secret Doors, Detect Undead, See Invisibility, True Seeing, Analyze Portal, Blindsight 60', Blindsense 150', ignore natural and magical darkness, scent, warning of danger, know shortest direction to place of "safety", tremorsense 30', ignore snow glare/whiteout, all-around vision, Blessed Sight (like Arcane Sight, but for evil)
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AC 22 (touch 9, flat-footed 21)
AC 86 (touch 50, flat-footed 79), +1 when flying, can't be flanked
hp 216 336 +383 temp
DR none 10/adamantine
Saves: Fort 18, Ref 13, Will 13, evasion
Saves: Fort 41, Ref 42 (+1 when flying), Will 45, evasion, roll twice take better
Fast Healing 5
Miss chance from Blink vs attacks and targeted spells, half damage from AoE and falling
50% miss chance vs nonmagical attacks, 20% vs magic (partially incorporeal)
Displacement (50%)
Never flat-footed, warned of imminent danger
10 levels Spell Turning
Breathe water
Contingent Heal
Native planar environment (Planar Bubble)
Stalwart Pact
Renewal Pact
Death Pact
1d6+31 sonic melee damage return
4d6 force melee damage return
+8 extra vs bull rush, overrun, trip
Half damage from melee and ranged attacks
Reflex DC 15 for half damage from magic weapons, immune to nonmagic weapons
Improved Uncanny Dodge
Can't be flanked
Immunities:
Death spells, magical death effects, energy drain, negative energy
Endure Elements
Grapple, paralysis, magical movement impediment
Penalties for underwater fighting
Poison
Sleep
Stunning
Critical hits
Fire, Acid, Electricity, Cold, and Sonic
Fear
Blasphemy, Dictum, Word of Chaos, Word of Balance, Stone to Flesh, Dimensional Lock
Metal
Ranged touch attacks
Fatigue, exhaustion, ability damage, ability drain
Thrown and projectile ranged attacks
Wind
Difficult terrain
Disease
Mind-affecting (does not suppress precast buffs)
Blindness, deafness, drowning
No physiology or respiration
Damage from temperature and pressure of deep water
Dessication damage (first 100 points)
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Speed: 50 land, swim 20 55 land, 130 fly, 65 swim, 50 burrow, Close range teleport as move action that ends turn, 60' teleport with line of sight as swift action, don't provoke for moving, move through ice, snow, stone, or earth easily
Melee:
2 claws +29 (2d6+15) and bite +23 (3d8+7)
2 claws +76 (1d8+1d6+53 +1d6 sonic +xd6 vs larger foes) and bite +70 (2d8+1d6+36 +1d6 sonic +xd6 vs larger foes)
touch attacks, roll twice take better
Space/reach: 10'/5'
BAB/grapple: +15/+38 +20/immune (+57)
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Str 40, Dex 12, Con 23, Int 2, Wis 12, Cha 10
Str 76, Dex 30, Con 35, Int 10, Wis 42, Cha 24
Feats: Alertness, Endurance, Improved Natural Armor, Run, Toughness x2, Track, Weapon Focus (claw)
Power Attack, Blind-Fight
Skill ranks: Hide 2, Listen 9, Spot 9, Swim 3
Skills: Appraise 2, Balance 12, Bluff 9, Climb 40, Concentration 14, Craft 2, Decipher Script 2, Diplomacy 9, Disable Device 2, Disguise 9, Escape Artist 17, Forgery 2, Gather Information 9, Handle Animal 11, Heal 18, Hide 30, Intimidate 9, Jump 78, Knowledge (all) 12, Listen 54, Move Silently 14, Open Lock 12, Perform 17, Profession 18, Ride 12, Search 8, Sense Motive 18, Sleight of Hand 12, Spellcraft 2, Spot 66, Survival 31, Swim 54, Tumble 12, Use Magic Device 9, Use Rope 12
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Improved Grab
10d6 electricity attack at 100' range at will
Earth Lock, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Tunnel Swallow, Wall of Stone, and Xorn Movement at will
Feather Fall as immediate (discharges Heart of Air)
Stoneskin as swift for 1 round/level (discharges Heart of Earth)
Fire Shield as swift for 1 round/level (discharges Heart of Fire)
Freedom of Movement as swift for 1 round/level (discharges Heart of Water)
Transmute rock to mud = no save slow for 2d6 rounds
Transmute mud to rock = full heal
Stone to Flesh = dispel Stone Body (but Spell Immunity blocks it)
Whenever a spell is cast within 20', heal 1 hp per level of the spell
10d6 fire, electricity, cold, or acid attack at 60' range at will