Here is Pele, interplanetary traveler, all around good guy, and deadly evoker/summoner. He was in a short lived 15th lvl game, bumped up to 18th and re-geared for the submission.
Spellbook: 0th: All except Necromancy
1st: [i]burning hands, charm person, enlarge person, feather fall, floating disk, grease, identify, mage armorM, magic missile, mount, protection from evil, shield
2nd: flaming sphere, scorching rayM, see invisibility, web 3rd: hasteM, fireballM, flyM, greater magic weapon, tiny hut 4th: arcane eye, globe of invulnerability, lesser, resilient sphere, stone shape, wall of ice 5th: cone of cold, teleportM, overland flightM, wall of force 6th: chain lightningM, contingency, disintegrateM, summon monster VI 7th: greater teleport, mage’s swordM, delayed blast fireball, control weather 8thclenched fist, summon monster VIII, telekinetic sphere, mind blank 9th:crushing hand, mass icy prison, gate, resplendent mansion
Summoning Spellbook 1st: summon monster I
2nd: summon monster II
3rd: summon monster III, magic circle against evil, magic circle against good
4th: summon monster IV
5th: summon monster v
6th: planar binding
7th: summon monster VII
8th: greater planar binding,
9th: summon monster IX,
Description: Pele stands 6’ tall, weighing 130 lbs. He has the typical reedy frame of most elves, with pale skin and light blue eyes. Unlike most elves, he wears his hair closely cropped to his head, with a narrow leather headband around his brow, bearing a single blue gem directly between his eyes. He wears dark red and black robes, with a heavy hooded cloak over all. A longsword, longbow, and dagger sit in sheathes on his person, while he carries a stout carved quarterstaff in hand. Several gemstones cut into intricate designs rotate around his head.
Personality: Pele learned very early in life that nothing comes without a cost. Through years and years of dedicated study, he mastered the elemental powers of magic, favoring fire and the pure destructive energies therein. His father, a potent wizard and sage himself, beat any idea of the use of necromancy out of the young elf, to the point that he will target undead creatures and the wielders of necromantic magic almost above all others in combat. He also learned how to master the difficult art of casting while under duress and dangerous situations. He now travels the lands far and wide, seeking out new knowledge and ferreting out the forces of undeath to burn where he can.
Background: Pele grew up hard, for an elf. The bastard son of a high counselor, he was made to know his place early and often. He spent his early decades cataloguing scrolls, shelving books, and working essentially as a slave/apprentice to his father. While not quite a social outcast, Pele took to the studies hard, in an (ultimately futile) attempt to garner true acceptance from his father. Luckily, he possessed the drive and natural ability to really master the arcane arts, and pulled himself out of that social standing through that work. Having mastered his magic, he now travels as if a forlorn elf, seeking adventure, companionship, knowledge and the chance to do some real good in the world.
Questions 5:
What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?
I am down for whichever the GM is more interested in. Fun interplay and a switched on GM is crucial for high level play, I've found
Your character walks into a bar. What is the first thing they do?
Assuming no threats present themselves right away, head to the bar and order a bottle of wine. If delicious, consider buying a case (or barrel) for the road.
Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?
Travel to known allies of the more martial/divine variety and offer to sponsor a campaign against the baddy. If all else fails, contact evil wizard and try to negotiate a pre-emptive peace, offering spellcasting & research help if needed.
Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)
Move to stand over ally, cast telekinetic sphere, then teleport or gate out of there to healer allies.
You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?
15 Mastodons. Then recruit a whole bunch of Ulfen or Irriseni to go a dragon-hunting in the Land of the Linnorm Kings, to go on the lookout for a crown.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
1d20 + 28 ⇒ (7) + 28 = 35 kn (arcana)
Pele remains invisible with his ring and casts wall of force across the room, about 5' in front of the beast and stretching from the western wall to the small stalagmite, floor to ceiling.
"I've placed a wall in front of it. Take this time to bolster your defenses!"
He then flies up and east, towards the roof (30' high, just east of his current spot)
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"We are too far away to see clearly, even my eyes only see a dark cave opening. It could be anything, in this case."
Thinking back to the druids' statements, Pele speaks up again, quietly.
"They called it a Nightmare, which is the proper Taldan name for a type of evil horse-like outsider. I personally doubt that is what they speak of, but anything is possible. They did call for its death, in their speech, so discussion or diplomacy is likely a waste of effort."
Overland flight, extended mage armor, extended magic circle vs evil are still up and running.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
Ready to continue. Pele has fly still prepared, and with Rothgar's wand we might be able to cover a certain amount of distance. Of course, I can still use my arcane bond spell to greater teleport if needed.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
I am sad to see Gideon go, I would like to see another player, preferably of the cleric variety.
"Well, we have dealt with several rather potent challenges. Perhaps we set up a camp for a bit, and proceed after? Of course, if you would like to proceed, I am still capable in combat and general purpose magics."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
Ok, Goku...
"That is one challenge overcome. Perhaps we head to the next? I might suggest we stick closer together next time, no sense in Rothgar getting pummeled in like fashion again."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"I am sure the food father does, but I would suggest we take up the services of my summon before she leaves. I had thought she would aid you in battle, but that tree proved too draining for her spirit to overcome."
Assuming either the trees death or magic circle frees her from the daze, the lillend will use its magic to cure Rothgar.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
Sure, plenty of reason for Gideon to continue, you just aren't the damage-dealer of the group. Your healing and restoration abilities are going to be crucial IMO. You do have your own circle of protection prepared, so that will give you some additional mobility, if you'd like to separate from Pele.
Languages Celestial, Draconic, Infernal; truespeech
Ecology
Environment any (Elysium)
Organization solitary, pair, or choir (3–6)
Treasure standard (+1 longsword, masterwork harp)
Special Abilities
Bardic Performance A lillend has the bardic performance ability of a 7th-level bard, granting her access to that ability's countersong, fascinate, inspire courage, inspire competence, and suggestion aspects.
Spells A lillend casts spells as a 7th-level bard. They favor enchantment and healing spells.
As a move action, she begins to sing a song of unearthly beauty, extoling the virtues of righteous combat against evil and death. She then lays a hand alongside Rothgar, healing the dwarf with a cure spell.
Bardic Performance, Inspire Courage +2 to hit, +2 damage, +2 Will save VS fear; 19/20 rounds remain. CSW: 3d8 + 7 ⇒ (4, 2, 7) + 7 = 20 HP healed.
As a standard action, Pele raises his hand and a wall springs up along the back of the creature. While it glows and wavers like greenish fire, the energy radiating from it is acid in nature.
"Perhaps this will do a bit better against the tree."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Okay, it seems this being has much greater resistance to magic than I expected. Although being from such a horrid plane, it really should come as no surprise. I suppose the blows of physical beings shall have to suffice here."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Silence would stop physical singing, as well as my spellcasting abilities. There is no guarantee this sound is not a mental phenomenon, however. It sounds differently to each of us, which suggests a mental delivery, rather than a physical one."
Before approaching closer, Pele casts an extended magic circle against evil, centered on himself.
Active Spells: overland flight, extended mage armor, extended see invisibility, extended magic circle vs. evil
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
We can continue, but without a 4th member, especially a cleric, the game is going to be significantly more difficult. Pele stands ready to move forward either way.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"I don't know if these tasks need to be completed in order, but the forest sounds as good a place to start as any. After you, my stalwart compatriots."
Pele flys behind the group, invisible as usual, racking his memory for any other clues or tidbits which met help their quest.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
Pele looks to the more charismatic members of the crew, whispering under his breath.
"Be very careful. I imagine they are elemental guardians, likely tied to this plane and quite powerful. Hopefully, they will allow us to pass in search for our targets."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"I would hazard a guess this is a portal or teleporter of some design. Where it leads, and who built it I cannot say. If you would like to press forward, this seems our path. I cannot teleporter but once more today, but I have plenty of offensive magic remaining to continue."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"...Actually, I cannot. It has been quite a long time since I have encountered a language I did not comprehend, but this one escapes my knowledge. Fascinating."
Pele checks out the disc with its runes and inscriptions, using detect magic to see if anything is enchanted or whatnot.
"As to the blue crystals, we will need a spell of make whole, stone shape, or the like to restore them from crumbles to functional pieces. What that function is still eludes me, but I am sure we will ascertain that soon enough."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Cheers, pirate orcs. We hopefully will return to bring you away, once we have completed our task today." Pele says to the orc in their language before floating towards the maze once more.
"I would suggest we keep a closer watch for invisible or hidden creatures, going forward."
Pele turns invisible again then moves with the group.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
Not sure why we stalled out, but Pele is mainly interested in scrolls of:
Rope Trick
Mnemonic Enhancer
Shrink Item
Stone Shape
Fabricate
Slow
Prying Eyes
Greater Prying Eyes
Form of the Dragon III
Mage's Lucubration
Flesh to Stone
Stone to Flesh
And will take any remaining gold coming his way as materials with which to scribe scrolls/spellbooks.
Obviously, not all of those spells will necessarily be available, nor have I looked at the costs, but that's what he would ask after before teleporting back.
He would also pick up about 30 days worth of rations and a case or two of cheap rum, for the orcs.
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Oh, I did not mean to give that impresaion. The primary lack would be my arcane eye, the sensor giving us the bird's eye view of the area. My personal defense magic and flight are still fully functional, for quite some time, as is my detection spell for invisible creatures. I have several more summon spells prepared, as well as some more destructive, is slower spells. In short, I'm ready to proceed, so long as we know I can't do this round trip again today."
On the mention of scrolls, Pele thinks for a moment.
"We do have a bit of treasure to trade, if we knew anyone in this place who has s rolls or wands for sale, that would be a useful detour."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
I do have another greater teleport prepared. Whether the party wishes to return is another matter. With all that travel, my arcane eye spell has expired. Overland flight, mage armor, greater magic weapon, and see invisibility should still be active.
"Welcome back, Father Gideon. I apologize most deeply for my lack of attention, leading to your demise. I will do my utmost best to prevent that from happening again, under my watch."
Pele looks to the priests at the temple and bows deeply to them.
"I am in your debt, Followers of the Dawnbringer. After our current task has been remedied, please do not hesitate to seek me out for any arcane needs. I will be most glad to offer my services."
Turning back to the rest of the team, Pele continues.
"Well? I assume Rothgar and Flizzibus can be healed easily enough here, which leaves the question: do we venture back today and continue through that maze? I will be able to use one more teleport spell after we go back, but that will be the end of my long range transportation magic for the day."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
Treasure so far:
Assassin bird:
Belt of Dexterity +4 - 8,000 gp sell price
Boots of Speed - Rothgar
Ring of protection +2 - 4,000 gp sell price
Amulet of Natural Armor +1 - 1,000 gp sell price
Cloak of resistance +2 - 2,000 gp sell price
Sniper's Goggles - 10,000 gp sell price
Improved shadow leather armor +3 12,060 gp sell price
Short sword +2 - 4,157 gp sell price
Ring of Ki Mastery - Rothgar? Large scorpion venom (10 doses) - toss in the water? Wand of cure light wounds (47 charges) - Flizzibus? Wand of darkvision (17 charges) - Anyone?
Evil tree monster:
Scabbard of keen edges - Pele +2 anarchic longsword - Pele
Druid's vestments - 1,375 gp sell price
Slippers of spider climbing - 2,400 gp sell price
Strand of prayer beads (bead of blessing, karma, and smiting) -Gideon
Subtotal if we sell all but bolded items: 44,992 gp
Resurrection spell for Gideon: 10,000gp + cost of casting
Total treasure if we can find someone to buy the loot:
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"I would suggest we all retire to civilization, get the priest back from Pharasma's line, and then decide. Depending on the magic used, he may have all, some, or none of his magic remaining to him afterwards."
Pele waves off the thaks, with a stern look on his face.
"I should have been prepared better. That invisible bird should never have snuck up on us. I am only glad it carried such magical equipment to make my apology to Gideon more easily tendered."
Scooping up the loot, and handing the boots over to Rothgar, Pele makes ready to leave.
"I can bring a couple of those orcs, as well, if you suppose they'd be accepted at the temple. I don't want to drop them into a hostile environment off the cuff like that."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Ugh, stupid bird. Why would he take that fight on, he had to know it would end in his death."
Pele looks sadly at the fallen Gideon.
"Well, I guess we'll have to head back to civilization for a bit. I trust one of your churches will have the resources to bring our cleric friend back from the dead. This foe's gear should be sufficient to raise him, and then he or you, Sir Flizzibus, can repair any lasting damage."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Naturally. Yes, a mastodon on its own is a naturally powerful creature, when enhanced by the plane of Good and boosted by my magical skills, they become engines of destruction. Especially against evildoers. I am glad we escaped that tree without serious injury."
HP 122/122; 14 temp | AC 23/19/18 | Fort +12, Ref +14, Will +14 (+2 vs enchantment) Perception +22, Initiative +5
"Goodness, no, nothing so vulgar as that. I simply recognize that none of you would enjoy so much as carrying this enchanted blade. To you, Sir Flizzibus, at the least, it would likely feel as if enchanted against your very being."
Pele, finished arming himself and stowing his old melee weapons in his bag, sorts the other magical items located on the floor.
"These slippers will allow you to climb sheer walls, evendors ceilings. This garment is designed for a nature priest or druid, I don't think we'll find it useful. These religious icons are fairly potent, if Father Gideon would cast an orison while holding them, I imagine he will appreciate their power."