Solvistania Elghreah's page

909 posts. Alias of Eric Swanson.

About Solvistania Elghreah

Solvistania Elghreah
Location: Nightflier's Midnight
Female Elorg Channeler 5 (Hermetic tradition)
Nexusborn Heroic Path
Favored Region: Veradeen

Status: Spell Energy: 27/27

Description: 43 years old, 5'0" tall, 84 lbs., Long white hair, strung in a ponytail, pale white skin, large blood red eyes (glinting with a tinge of genuis/madness).

Size Medium type (Elf, Orc)
Senses: Darkvision 60'; Perception +11
HP 30, currently 30

===== Statistics =====
Str 11 (0)
Dex 14 (+2)
Con 11 (0)
Int 21 (+5)
Wis 12 (+1)
Cha 14 (+2)

===== Defense =====
AC 15, touch 12, flat-footed 13; (+2 Dex; +3 Insight)
AC 19, Mage Armor
CMD 16
hp 30 (5d6, max hp)
Fort +1, Ref +3, Will +5
+3 racial saving throw bonus against Enchantment spells or effects (Arcane Defense)
Concentration +10

===== Offense =====
Init +2; Spd 30 ft.
Base Atk +3; CMB +3
Melee Unarmed, +3 to hit (1d3 nonlethal, x2, B) or
club +3 to hit (1d6, x2, B) or
dagger +3 to hit (1d4, 19-20/x2, S/P)
Ranged 120 Icewood Longbow, +8, 1d8+6, 20/x3, P
Ranged <30 Arctic Ray, +5, 1d6+7, 20/x2, cold (5/day)

+6 Acrobatics (0+2(dex)+4(race))
+9 Craft (Charms) (1+5(int)+3(class))
+9 Heal (5+1(wis)+3(class))
+13 Knowledge (Local, Central Erenland) (5+5(int)+3(class))
+13 Knowledge (Local, Erethor) (5+5(int)+3(class))
+13 Knowledge (Local, Khaledrun Mountains) (5+5(int)+3(class))
+13 Knowledge (Local, Icewall Mountains) (5+5(int)+3(class))
+13 Knowledge (Local, Northlands) (5+5(int)+3(class))
+15 Knowledge (Lore) (5+5(int)+3(class)+2(trait))
+13 Knowledge (Nature) (5+5(int)+3(class))
+13 Knowledge (Shadow) (5+5(int)+3(class))
+13 Knowledge (Spirits) (5+5(int)+3(class))
+9 Knowledge (The Old Gods) (1+5(int)+3(class))
+12 Linguistics (4+5(int)+3(class))
+11 Perception (5+1(wis)+3(class)+2(race))
+7 Persuasion (0+2(cha)+5(int))
+5 Profession (Herbalism) (1+1(wis)+3(class))
+17 Spellcraft (5+5(int)+3(class)+2(race)+2(trait))
+8 Stealth (3+2(dex)+3(familiar))


  • Martial Weapon Proficiency (All bows) (B)
  • Innate Magic (B)
  • Magecraft (B)
  • *Sense Nexus (B)
  • Warmage (B)
  • Eldritch Heritage (Frost) (B)
  • Spellcasting (Enchantment)(1st)
  • Spellcasting (Lesser Conjuration) (2nd)
  • Spellcasting (Abjuration) (B)
  • Silent Spell (HP)
  • Spellcasting (Greater, Conjuration) (5t)
  • Power Reservoir (+5 Spell Energy)
  • Flexible Recovery (*B)
  • Canny Defense (INT)


*Focused Mind: Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

*Master of Lore: You have spent years studying a variety of topics, granting you a broad though not necessarily deep education. You may make Knowledge skill checks on topics that you do not have currently have access to as if you had ranks in that type of Knowledge equal to your Intelligence bonus. Should you fail a Knowledge check, you can try again after eight hours of rest. As you relax, you might gain an insight into a half-forgotten lesson or an ancient text you once inspected.

*Child of Magic: You gain a +2 bonus on all Knowledge checks with the arcana field of study and Spellcraft checks due to your arcane upbringing. In addition, your blood is tainted with demonic influence—one of your ancestors was from beyond the veil of reality. Select one of the following trait abilities:
Arcane Nature: You gain a +2 bonus to your spell points.


High Elven, Orcish, Patrol Sign, Black Tongue, Erenlander, Norther, Sylvan, Trader’s Tongue, Old Dwarven

===== Special Abilities =====


• +4 Intelligence, -2 Strength, -2 Constitution: Elorgs have keen minds, but their unnatural origin has left them weak and frail.
• Medium: As Medium creatures, elorgs have no special bonuses or penalties due to their size.
• Elorg base land speed is 30 feet.
• Weapon Familiarity: All elorgs receive the Martial Weapon Proficiency feats for the longbow and shortbow (including composite bows) as bonus feats. Those of them who already have that level of proficiency with those weapons because of a class feature are considered having Weapon Focus bonus feat with those weapons.
• Favored Region: Erethor.
• Natural Channelers: Elorgs have magic in their blood. They gain the Innate Magic feat as a bonus feat, and those who gain the Magecraft feat have 2 bonus spell energy points at 1st level and 1 additional point each level after 1st. Additionaly, they gain Eldritch Heritage as bonus feat.
• Darkvision: Elorgs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dworgs can function just fine with no light at all.
• Elven Immunities: Elorgs gain Arcane Defense (enchantment) as a bonus feat, and they are additionally immune to magic sleep effects.
• Frightening Intelect: Elorgs may add their Intelligence modifier (in addition to their Charisma modifier) to Intimidate checks.
• Violence in the Blood: Elorgs are filled with savage rage that comes from their non-elven heritage. They gain Warmage as bonus feat.
• Fragile Minds: Elorgs are frighteningly intelligent, but that comes at a price. All of them suffer from some sort of ailment of the mind, most often in the form of mania or phobia. The player needs to choose which. (Mania/Phobia: type - insanity; Save Will DC 14; onset 1 day; Efect target is sickened (if manic) or shaken (if phobic) as long as the source of the mania or phobia is obvious; chance of becoming fascinated or frightened. DESCRIPTION: A mania is an irrational obsession with a (usually inappropriate) particular object or situation, while a phobia is an irrational fear of a (usually commonplace) object or situation. Additionally, if a manic or phobic character is directly confronted by his obsession (requiring a standard action), he must make a Will save against the insanity or become fascinated (if manic) or frightened (if phobic) by the object for 1d6 rounds.)
• Automatic Languages: High Elven. Bonus Languages: Colonial, Erenlander, Halfling, Jungle Mouth, Old Dwarven, Orcish, Sylvan, Trader’s Tongue.
• Favored Class Options: Elorgs are created to be powerful spellcasters.
o Channeler: You gain + 1/4 spell point

Eldritch Heritage (Frost):
Arctic Ray (Sp): Starting at 1st level, you can unleash a ray of pure cold as a standard action, targeting any foe within 30 feet as a Ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.


-- Bonus Spell Energy (Ex): The channeler’s maximum spell energy increases by one point for every level of channeler he gains.
-- Art of Magic (Ex): The channeler focuses on the art, science, or philosophy of magic above all else. As such, he may master spells more quickly than a mere dabbler. Usually, a character may only know or cast spells of a level equal to or less than one-half his character level (rounded down). A character with more channeler levels than levels in other classes adds +1 to his character level for this purpose (see page 128 for more details).
-- Bonus Spells (Ex): Starting at 2nd level, the channeler learns two new spells of any level and school he can cast upon gaining a new channeler level. This is in addition to the spells learned from the Magecraft and Spellcasting feats.
-- Summon Familiar (Su): Channelers eventually learn to shape part of their own souls into spirit-like entities separate from themselves, the better to investigate the world around them, perform minor chores, and act as guardians, scouts, and messengers. These entities are known as familiars. At 2nd level, the channeler may summon a familiar via a process that takes one full uninterrupted day of ritual and oncentration and requires a sacrifice of 5 days worth of food.
Felina, White-furred Maine Coon cat
--Lorebook (Su): Hermetic channelers not only have their own experiences from which to draw knowledge, they are also able to tap into an understanding of history, hearsay, and tales as separate pieces of a larger whole. At the end of each day, the hermetic channeler records all of the knowledge he has gained over the course of the day in his lorebook. His memory and awareness are such that even random snippets of conversation and seemingly unimportant observations are remembered and written down. By the time he reaches 3rd level, the lorebook has acquired so much information ranging from the esoteric to the essential, so many scraps of the whole tapestry of the knowledge of the human race, that it can be used both as a study tool and to jog the hermetic channeler’s memory and insight on nearly any topic. To use the lorebook, the hermetic channeler may consult it over one minute. At the end of that minute, he may make a lorebook check with a bonus equal to his hermetic channeler class level plus his
Intelligence modifier. If successful, he gains some useful bit of knowledge or insight from his book. Lorebooks contain information on history, people, places, legends, and creatures. The channeler may not take 10 or take 20 on this check, since the information may simply not be available in the book. Retries are not possible.
Knowledge Specialty: The hermetic channeler has learned to earmark different sections of the book depending on his needs. At the beginning of each day, he may choose one Knowledge skill as he peruses his book. The channeler is considered to have the Skill Focus(Knowledge) feat in that skill for the day. Currently Know. Arcana
-- Spellcasting (Greater, Conjuration)

Channeler (Rebuild):

  • Magecraft
  • Bonus spell energy
  • Art of Magic
  • Channeler Talent (1st: Think On It: Once per day, you can reattempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.)
  • Bonus spells
  • Spellcasting (Lesser Conjuration)
  • Channeler talent (3rd: Arcane bond)
  • Tradition gift (Lorebook)
  • Bonus feat
  • Channeler talent (5th: Patron (Winter)
  • Spellcasting (Greater Conjuration)


Level Ability

1 Potential
2 Bonus spell
3 Bonus spell energy +2
4 Mastery of Magic Silent Spell
5 Bonus spell

6 Spellcasting prodigy
7 Bonus spell energy +2
8 Bonus spell
9 Mastery of Magic
10 Spellcasting prodigy
11 Bonus spell energy +2
12 Mastery of magic
13 Spellcasting prodigy
14 Bonus spell
15 Eldritch fury
16 Bonus spell energy +2
17 Bonus spell
18 Mastery of magic
19 Spellcasting prodigy
20 Eldritch wrath

You were born or conceived in the mighty nexus of arcane energies.

Potential: The nexusborn gains twice the usual number of spell points received as bonus for high ability score.

Bonus Spell: The nexusborn learns a channeled spell of any school and level he can cast. If the nexusborn cannot learn channeled spells when he gains this ability, the bonus spell is saved until such time as he is able to learn spells (usually after taking the Spellcasting feat).

Bonus Spell Energy: The nexusborn's maximum spell energy pool increases by two.

Mastery of Magic: The nexusborn gains a knowledge of a metamagic feat of his choice. The The nexusborn must satisfy all of the prerequisites for the feat.

Spellcasting prodigy: The nexusborn chooses one school of magic for which he has the Spellcasting feat. The spell energy cost or Constitution damage for all spells cast from that school are reduced by one (minimum one). Each time this ability is gained, a new school must be chosen. This reduction in cost stacks with that of any other source, such as that gained by wizards for preparing spells or that provided by spell talismans.

Eldritch Fury: The nexusborn can unleash a ray of arcane energies as standard action. This ray is ranged touch attack with close range (25 ft. + 5 ft. per two character levels the nexusborn possess) dealing 1d6 damage per two chracter levels of the nexusborn. An unshaped eldritch fury has no saving throw, but does allow spell resistance. An eldritch fury can be affected by spell-like metamagic feats as if it were a 1st level spell, even if it is shaped or carries additional effects (see below). It is also treated as a 1st level spell for purposes of making concentration checks to cast defensively, etc. The eldritch fury is subject to the normal spell failure chance for wearing armor. This ability can be used a number of times per day equal to 3 + the nexusborn’s spellcasting abbility modifier.

There are metamagic effects that can be applied to the eldritch fury: Chain Spell, Piercing Evocation, Ray Splitting, Reach Spell, Selective Spell, Shape Spell, Spellstrike, Widen Spell, Blast Spell

Eldritch wrath: The nexusborn can unleash a frightening onslaught of arcane energies in the form of expanding globe centered on himself. The globe expands to the radius of 25 ft. + 5 ft. per two character levels of the nexusborn and deals 1d6 damage per his character level to all affected. However, using this ability drains all spell energy from the nexusborn (he looses all spellpoints) and he suffers -10 penalty to all of his scores until he can have a period of uninterrupted rest equal to 1 day per two character levels.


Spells Known:

Spell Energy Points:
27 MAX (10 INT, +5 Channeler, +2 Heroic path, +6 Elorg, +2 trait, +1 Favored class, +1 Covenant Item).
Reservoir: 5/5 Spell Energy

*Innate Magic* (0 used)
You gain these spells as spell-like abilities, usable at will, (DC 15, CL 5th) Daze, Detect Magic, Know Direction, Prestidigitation, Resistance.

0-level (10/day no cost, 0 used) (DC 15): Acid Splash (+5 dam), Cure Minor Wounds, Light, Mage Hand.

1st Level (DC 16): Charm Person, Cure Light Wounds, Sleep, Hypnotism, Mage Armor, *Magic Missile (3 missiles, 1d4+1 dam/missile; +5 dam/one missile (Warmage)), Obscuring Mist, *Shield.

2nd level (DC 17): Acid Arrow (+5 dam), Delay Poison, Lesser Restoration, Resist Energy, Touch of Idiocy, Web.

3rd level (DC 18): Dispel Magic, Silver Wind, Summon Monster III [5 SP].

Patron (Winter):
Gain these spells as Bonus Spells: 1st—Unshakable Chill (2nd), 3rd—Resist Energy (cold only) (2nd), 5th—Ice Storm (4th), 7th—Wall of Ice, 9th—Cone of Cold, 11th—Freezing Sphere, 13th—Control Weather, 15th—Polar Ray, 17th—Polar Midnight.

Covenant Item Powers:

*{1st} You are gifted in war magic. You receive Magic Missile as known spell and that spell costs you 1 SP to cast it.
*{2nd} Bonus Spell: The bonebearer learns a channeled spell of any school and level he can cast and gains +1 spell point (Shield).
*{3rd} Flexible Recovery (General) Your spell energy returns with minimal rest. Benefit: You regain spell energy when you rest, regardless of interruptions. For every hour you spend asleep, you regain one point of spell energy, even if those periods of rest come hours apart. If you get at least six hours of uninterrupted sleep in a single day, you recover all your spell energy. Normal: A spellcaster requires eight hours of uninterrupted rest to completely recover his spell energy.
*{4th} You gain a hex Flight (Su) as a witch of your level.
*{5th} Familiar Form (Sp): You may take the shape of your familiar (or a giant version of your familiar or a similar kind of animal) as if using Beast Shape II. For example,you can turn into a Tiny cat or a Large feline such as a tiger or lion. You can remain in animal form for a number of minutes per day equal to your level.



- Club
- Dagger
*Sky'tor's Icewood Longbow: The grip on Sky'Tor's longbow is indented for firm grip, grooved to reduce slippage, and made of white bone. It is usually wrapped with a leather cord for extra grip, and to hide the white color in wilds. Now a magic item. If it becomes destroyed, you lose access to its abilities. You can further enchant it. *Weapon Bond - Use your Intelligence when determining bow's bonuses to hit and to damage.
- 19 arrows, normal.
- 25 masterwork, clouded steel arrows. 0/0 fired/missed.They add +1 to hit, +10 to base range, require a DC 20 heal check and Disable Device check to remove without further injury, and act as Shard Arrows while they are in.
- Arrow case is supple leather, narrow, closeable and can be carried over the shoulder, at the hip, or strapped to the leg.
- Winter cloak draped over silken blue dress fastened with a White Bone belt buckle*
- Backpack w/winter blanket, 1 week rations, waterskin, Lorebook, Ink, paper, inkpen, sewing kit.
- Infused Oil (+1 to poison save)
- Infused Oil (+1 to disease save)
- Scroll, Druidic: Greater Restoration and Reincarnation written on it.
- Librarian Journal
- Collar (stored with Aealia.)
- Staff (stored with Aealia.)
*Covenant item


Solvistania appears as a sickly young pale snow elf female with undeniably attractive facial features, at least until you look into her blood red eyes, where an almost unholy fire burns with passion. Her body seems almost consumed by an inner fire and a casual observer would wonder how she is not confined to a sickbed. Her voice is soft and melodic as most elves are. yet rarely does she speak above a whisper. Even so, her voice can cut through the loudest conversation, a trick she learned from her teachers. She says little, but her eyes are always roving, searching for more images to digest and process. She has a near-eidetic memory and is always working in overdrive.

When she has to deal with others, which she finds distasteful, she is curt, and rude, unless the other party has something that interests her. Fortunately, she is obsessed with other cultures and will press for as much details about them, as they can stand. Few people can stand to be around her for long, and the feeling is mutual.

However the Queen warned her she would need to learn this in order to survive...


Solvistania was the youngest and one of the last elorg children rescued in the raid by the Wildlanders and their Elvish kin. Ever since she was rescued from the Pits of Hell, she has been haunted by that memory. It haunted her to no end, as maturing under his watchful gaze was as torturous as being prodded as any torture with hot pincers and burning tongs. Small wonder she considered her life starting over at that point in time when the group of outlanders freed her from the Pits of Hell. Ever since her rescue from the breeding grounds, she has held the scars of betrayal buried deep within yet the roots have spread all over her soul.

The dream, or could it be a memory, plays in Solvistania' mind over and over again.

"So, you are the one, I am much pleased with you, you have much potential. Yes, more potential than all of my other children. You will make a fine tool to serve our Master. With your sensing abilities of the Nexuses..."

"But Ardh..."

The blow crashes into her cheek, snapping her neck back, almost breaking it, bringing tears to her eyes. She looks up at his stern face, his cold, calculating eyes.

"DO not ever call me that, I am Father to you. Nothing more." His voice soft and filled with lethality.

"'t go...."

But he leaves her there to be taken care by his servants, creatures of darkness, who have little care for her well-being, just her survival.

She has spent all of her life searching for something to, if not wipe away the scars, the memory, of her Father, at least make the pain of being abandoned, betrayed, and left without a place in the world to call home. Growing up among the other elves was at first pleasant, but when her companions (she never had any friends, someone who cared for her for who she is) saw her eyes, gleaming their blood red aura, the others soon found others to hang around with, and soon she was alone once more.

When the queen discovered her vast intelligence, along with the Nexus sensing ability, she was struck by this young child, whose eyes gleamed with what seemed to be a fire, combined with a madness, which seemed to mirror her one time consort. Also she could not deny her intelligence and her ability, so rare now, so she made a fateful decision. She would use this child to bring down her creator.

First the queen immediately set Solvistania to start learning as much as is possible for one mortal to learn, including the languages and cultures of all the lands of Eredane. All of their details, she could not get enough of, for she knew one thing for certain, knowledge is power.

During that period of her life, she was the happiest for she was doing in a sense what she was made to do. To wield the knowledge and channel the magic was intoxicating. However Solvistania was continually impressed by the teachings of Aradil, the Elven High Queen, to guard against abusing her power. Power would allow her to shape her destiny, but absolute power could be corrupting.

And magic, of course.

Finally, the Queen offered her something priceless, which would help heal the wounds on her soul: A home and a place amongst the elves. She was given the clan name of one of the old elf clans as a promise to be granted full status as an elf.

Now she has almost learned all she can from her Queen’s teachings, and is ready to go forth and take the fight to the Shadow. She knows that just merely existing is an automatic death sentence, but she accepts her fate. She has learned the lesson of Father all too well, and it is this: never compromise or deal with the Shadow, it must be opposed and fought against at all costs. She intends to carry out this lesson to the fullest and will do so until her last breath leaves her dying corpse…

As for the Queen's gamble in using this scarred child in such a cruel and heartless way. She knows that without heroes like her it was only a matter of time before the Elven races fall to the Shadow. Yet looking into those eyes...and remembering them glowing blood red during those many talks with the young child...terrifies the Queen more than Izrador himself.

Only time will tell if Solvistania will be the savior of Eredane...

or its destroyer.

===Scene Break===

Much has happened since the dinner...the DINNER....She had always prided herself on her memory, certainly few details escaped her notice. But one thing vexed her...and it was a major thing. Her lover, the other part of her was...gone....vanished....along with the other members of the Bonebearers. She had spent many months trying to discern what happened to them, To HIM The only facts she was able to learn is it was tied to the disappearance of Ragnar.

Now she spends her time running in her mind every single detail she can remember, from her own memories and what she was able to piece together from Muni and her other companions.

And she struggles to hold on to her sanity...but she knows this is a losing battle. Much like the encroaching Shadow over Aeryth, she feels the madness approaching, and her magic is powerless to stop it. Her remaining companion is well aware of this, and despite the fact her feline senses did not comprehend fully what was going through her mistresses' mind (Felina, if one would ask her, would describe it as a sense of enptiness...a VOID...) have done everything to forestall the progress. So far, all the feline has been able to do is slow it to a crawl.

If her fellow Bonebearers were here, they would all agree on the same thought...If only Durathoin were still here...

In the intervening months and years since, Solvistania and her companion have traveled out of the Khaledrun mountains, the travel being slow as Solvi's health has taken a turn for the worse it seems. Still her channeling skills have improved by leaps and bounds. She has learned many new spells and techniques, including how to disguise herself as a feline, and also to summon spirits of the Shadow to aid her. More than one time she has called on her magic to defend herself from agents of the Shadow, which has drawn legates and their followers like flies to a honey pot. Her periods of rest have grown fewer and shoter as a result.

Now, they are returning to Erethor to search for answers...Solvistania feels both hope and fear of what she will find when she returns to face the people of her 'birth'. She also dreads facing Queen Ardahil, for to see disappointment in her eyes would be far crueler than any punishment she has suffered so far...


Phobia: Claustrophobia, enclosed spaces.

*(B)Flexible Recovery: Your spell energy returns with minimal rest.
Prerequisites: Con 13, Magecraft.
Benefit: You regain spell energy when you rest, regardless of interruptions. For every hour you spend asleep, you regain one point of spell energy, even if those periods of rest come hours apart. If you get at least six hours of uninterrupted sleep in a single day, you recover all your spell energy.
Normal: A spellcaster requires eight hours of uninterrupted rest to completely recover his spell energy.

*Canny Defense: Benefit: Choose one mental attribute score (once chosen, this cannot be changed). When wearing light armor or no armor, and not carrying a medium or heavy load, you treat that attribute modifier as an insight bonus to Armor Class and CMD, to a maximum bonus equal to your base attack bonus. This bonus applies even when you are flat-footed, but not if you are immobilized or helpless.

Silver Wind
Lesser Conjuration (Creation)
Level: Cha 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within a 20-ft. spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: Yes

This spell calls into being a swirling cloud of magical silver particles that whips through the affected area throughout the duration. These particles cling to any creatures they encounter, including invisible creatures and incorporeal beings such as astiraxes. This reveals all invisible creatures and negates penalties for nonmagical darkness as the particles glow visibly. This silver dust cannot be removed and will continue to cling and glow until the spell’s duration expires.
All creatures in or entering the area of effect are also blinded unless they make their Will saves. If they fail, they are considered blinded for as long as they remain in the spell’s area of effect. Creatures that make their save need not roll every round they remain in the area of effect.
The wind and silver dust also make breathing difficult. Targets in the area of effect must hold their breath or suffer 1d6 hit points of damage per round for inhaling the dust. Any spell requiring a verbal component cannot be cast in the area of effect of the spell, and all other spells require a Concentration skill check (DC 20 + spell level) to cast. Astiraxes and other creatures harmed by silver who are caught in the area of effect suffer 1d8 hit points of damage per round. Because the silver clings to the target, this damage occurs every round until the spell ends, regardless of where the creature moves. If the astirax is possessing an animal, the astirax takes damage from the spell but the animal does not.

**Dwarf's code dissolves when confronted with your powerful intelligence and you gain the knowledge of Dorzar's life and goals from his journal. He has come to this valley with a larger group of Oruk bodyguards in order to release Progenitor from his bonds. In his youth he has discovered that Progenitor has risen as a Fell after his death and that he was linked to the powerful nexus of necromantic energies in his forge. The nexus is keeping him in his unlife. If the nexus is somehow destroyed, mighty Progenitor would degrade into ordinary of the basest sort. Dorzar insists that something like that must not happen, since Progenitor is ancient enough to have knowledge of the greatest dwarven defenses and secret ways into Kaladruns.
Oruk bodyguards have been left waiting near huge black dolmen carved with images of treas while he and his apprentices and underritualists came into Progenitor's prison-tomb to unleash him. Dorzar is very proud on the sacrifices he gathered on the trip - especially elven druid who had powerful scroll with him, with spells Greater Restoration and Reincarnation written on it. The rest is mostly mad rambling about real or imagined slights to Dorzar and his plans for payback.


Fate Point:
Hinding and activating stepping stone.
Killing the Giant rat.
Surviving the World Below.
Freeing Duncan from collar.
Draining the nexus and destroying the Progenitor.
Destroying the Librarian/Thorg

Spent 1 point

Channeler Class:

Level BaB Mana Points Fort Ref Will Special
1 +0 3 +0 +0 +2 Art of magic, bonus spell energy, channeler talent, magecraft
2 +1 4 +0 +0 +3 Bonus spells, spell-casting
3 +2 5 +1 +1 +3 Channeler talent, tradition gift
4 +3 12 +1 +1 +4 Bonus feat
5 +3 14 +1 +1 +4 Channeler talent, spellcasting
6 +4 25 +2 +2 +5 Tradition gift
7 +5 30 +2 +2 +5 Bonus feat, channeler talent
8 +6/+1 45 +2 +2 +6 Spellcasting
9 +6/+1 52 +3 +3 +6 Channeler talent, tradition gift
10 +7/+2 71 +3 +3 +7 Bonus feat
11 +8/+3 80 +3 +3 +7 Channeler talent, spellcasting
12 +9/+4 103 +4 +4 +8 Tradition gift
13 +9/+4 114 +4 +4 +8 Bonus feat, channeler talent
14 +10/+5 141 +4 +4 +9 Spellcasting
15 +11/+6/+1 155 +5 +5 +9 Channeler talent, tradition gift
16 +12/+7/+2 186 +5 +5 +10 Bonus feat
17 +12/+7/+2 201 +5 +5 +10 Channeler talent, spellcasting
18 +13/+8/+3 236 +6 +6 +11 Tradition gift
19 +14/+9/+4 253 +6 +6 +11 Bonus feat, channeler talent
20 +15/+10/+5 271 +6 +6 +12 Spellcasting

Skill Points per Level: 4 + Int modifier.

Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (spirits) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcast (Int), Ride (Dex).

Additional Class Skills
Charismatic Channeler: Diplomacy (Cha), Persuasion (Cha) and Sense Motive (Wis).
Hermetic Channeler: Knowledge (all skill, taken individually) (Int).
Naturalist Channeler: Knowledge (nature) (Int), Survival (Wis), and Swim (Str).
Spiritual Channeler: Diplomacy (Cha), Sense Motive (Wis).
Weapon and Armor Proficiency: Channelers are skilled with all simple weapons. Channelers are not proficient with any type of armor or with shields. Armor of any type exposes a channeler to the risk of spell failure.

*Art of Magic: The channeler focuses on the art, science, or philosophy of magic above all else. As such, he may master spells more quickly than a mere dabbler. Usually, a character may only know or cast spells of a level equal to or less than one-half his character level (rounded down). A character with more channeler levels than levels in other classes adds +1 to his character level for this purpose.
*Bonus Spell Energy: The channeler's maximum spell energy increases by one point for every level of channeler he gains.
Special: In high-magic games, channelers gain larger number of mana points each level.
*Channeler talent: Starting at 1st level, and at each odd-numbered level thereafter, select one talent from the Channeler Talents list.
Magecraft: You gain Magecraft as bonus feat (see Feats chapter). This allows you to cast spell.
*Bonus Spells: Starting at 2nd level, the channeler learns two new spells of any level and school he can cast upon gaining a new channeler level. This is in addition to the spells learned from the Magecraft and Spellcasting feats.
*Spellcasting: A channeler gains the Spellcasting feat at 2nd level and every three levels thereafter, each time choosing a new spell school.
*Tradition gift: Each tradition of channeling grants its initiates specific gifts.
*Bonus feat: Each time channeler gains a bonus feat, he can choose one of the feats from his Tradition bonus feats list.