What do you call a 23rd level archmage? |
Whatever he wants! |
A very unfortunate tendency to talk to himself when he is busy thinking about something makes people tend to underestimate him as "yet another maniac", yet Kimrath is not actually mad, just very (very) eccentric.
Background:
Yet they did some serious adventuring on other planes, and had the usual
run-ins with dragons, treasure, and horrific demons - often in the same
place. Or rather, as uncle Kimrath once commented on the attitude of
the others and himself in The Foaming Mug: "That which doesn't kill me,
should be able to run pretty darn fast!"
The other survivor, is the (now) high priest Gordon Firewater (17th level
Priest) of some god(dess) of Fortification. He and Kimrath still get along
famously, and they still have legendary bachelor bashes.
Kimrath is one of two survivors of the adventuring party The Company of
the Foaming Mug, a rather famous and powerful band of adventurers
(though not related to Clan Battlehammer's foaming mug standard - it's a
coincidence). They were perhaps more infamous than famous on the
Prime Material Plane because of unruly drinking and contests of the "Look
What I Can Do!" kind - which sometimes resulted in rather impressive amounts
of collateral damage.
Personality:
Luckily, nowadays he mostly keeps to himself in his tower on the Elemental
Plane of Water, where he has created (through Estate Transference and
a couple of other spells and items) a little den to himself.
As Kimrath prefers high-power spells (4th grade and upwards), he often uses
the Bigger Hammer approach. Even though a simple Magic Missile
should do the job, Kimrath is liable to go completely overboard when spellcasting -
something which makes the collateral damage factor go up a lot.
For instance, if he were to try and destroy a small warband of orcs, he'd
usually not choose the 'normal' approach of casting a couple Magic
Missiles or three, a Sleep spell, or perhaps an old standby, a Fireball.
Oh no. He might very well cast Prismatic Wall or Acid Storm,
followed by a Disintegrate or Death spell if he wasn't
satisfied with the degree of destruction the warband had undergone. This,
obviously, can be a bit scary for those who might travel with him.
Spells and Things:
Kimrath has a familiar - a Tressym (Winged Cat) he calls Cat (he never
was very inventive when it came to names). The Tressym doesn't seem to mind,
either way. In addition to his familiar, he has a few magical items - mostly
things he is either wearing or has within easy reach. Even though he has had
a long career as an adventurer, he isn't very laden with magical items - the
reason is simple: when he just barely made it when The Foaming Mug was blown
to bits, many of his magical items didn't survive the blast with their dweomer
intact. Also, he doesn't really feel the need for magical items that strongly
either way - as a 23rd level mage, he has got plenty of magical power, items
or no items.
Kimrath's got a few things he likes, and a few things he doesn't like.
He's big on cats - he thinks they're fascinating and cozy. On the other hand,
he doesn't like dogs much - they make too much noise, smells bad when they're
wet (and there's plenty of water on the Plane of Elemental Water), and they
don't even have retractable claws. Losers. He doesn't like people that try
to impress or intimidate him, either. Magic, on the other hand, is a source
of endless fascination for Kimrath.
Kimrath has developed a few unique spells, and is busily researching new ones.
His latest projects include: A spell that works like a place-specific
Plane Shift between his little retreat on the Elemental Water and
the Prime Material (7th or 8th level), and another spell that is supposed
to work like a high-power water hose to soak (and kill) people with (3rd
or 4th level) - he has, after getting hold of the Waterstaff, developed
a certain affinity with water and water-related spells and thinks it is a pity
he doesn't know any cool, water-based attacks (other than Acid Storm
and Shark Bolt, obviously).
His Place in the Country (Water?):
His retreat is easy to make a map of. Make a fairly large circle with the
appropriate tools. Mark a square in the circle. In the upper left corner is
Kimrath's tower, and the lower right corner harbors some rock and hills with
loads of holes in (and a small dungeon - it is easy to get into this dungeon
from the elemental plane, or indeed wherever through the edge of the transference, there is no barrier
to stop any intruders). There is a small forest following diagonally from the
upper right corner down to the left corner of the square. The area was
subjected to the transference in late summer, so there's a balmy
temperature and some yellowing leafs in the forest.
Kimrath's retreat is located on the Elemental Plane of Water, moved there
through the spell Estate Transference. Kimrath wasn't more than
20th level when he cast that spell, and to get the maximum amount of real
estate with him, he had to develop the spell Enhance Transference.
This spell made him capable to take many times the normal amount of matter
with him when he made the transference.
The Tower of Kimrath:
The laboratory, library, Kirath's own bedroom and so on, is placed in the
upper floor. The door to the upper floor is always locked, and anyone
entering without being either invited by Kimrath personally, or forget to
utter the secret password upon entering, will breach the ward placed there
by Kimrath, and will be hit by (in rapid succession) of a Magic Missile
(5d4+5), a Power Word: Stun, and a Hold Monster spell. In
addition to this, a shark (similar to the one created by the Shark Bolt
spell) will be conjured and attack anyone that has crossed the threshold of
the door for the next 20 rounds. Kimrath will also be notified of the breaching
of the ward.
The laboratory harbors Kimrath's bed, and he usually eats in this room. There
are three doors that seem to leave this room - one goes to a combined pantry
and kitchen, the other to a small privy, and the third goes into the hall
where he keeps most of his grimoires and magical texts. These are (obviously)
all extra-dimensional spaces.
The tower is a small, two storey affair made out of completely smooth
obsidian (a black, vulcanic, glass-like rock). In actuality, the entire
tower is one continuous, huge piece of obsidian. The entrance is never
locked, but the doors to the guest rooms (there are three, and they are
all in the lower floor) are likely to be.
Statistics:
Kimrath Vanduren Hit Points : 38 Alignment : Chaotic Neutral ThAC0 : 14 XP : 4875001 AC : -1 Class : Mage(23) Age : 62 Strength : 12 Dexterity : 15 Constitution : 13 Intelligence : 19 Wisdom : 19 Charisma : 11 Spells : Level : 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 Wizard : 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 Weapon Proficiencies: Non-Weapon Proficiencies: Dagger or Dirk Ancient History 18 Dart Astrology 19 Quarterstaff Cooking 19 Style: Single Weapon Dancing 15 Etiquette 11 Healing 17 Languages, Ancient 19 Languages, Modern 19 Musical Instrument 14 Navigation 17 Religion 19 Spellcraft 25 Swimming 12 Spells : Level Source Page Alarm 1 Player Handbook 131 Burning Hands 1 Player Handbook 131 Cantrip 1 Player Handbook 131 Chromatic Orb 1 Wizard Handbook 95 Color Spray 1 Player Handbook 132 Comprehend Languages 1 Player Handbook 133 Copy 1 Wizard Handbook 95 Detect Magic 1 Player Handbook 133 Grease 1 Player Handbook 135 Hold Portal 1 Player Handbook 135 Jump 1 Player Handbook 135 Know School 1 FR Adventures 44 Read Magic 1 Player Handbook 137 Shocking Grasp 1 Player Handbook 137 Sleep 1 Player Handbook 138 Snilloc's Snowball 1 FR Adventures 45 Unseen Servant 1 Player Handbook 138 Wall of Fog 1 Player Handbook 139 Agannazar's Scorcher 2 FR Adventures 45 Cloak From Undead 2 FR Adventures 45 Continual Light 2 Player Handbook 140 Detect Invisibility 2 Player Handbook 141 Glitterdust 2 Player Handbook 142 Ice Knife 2 Wizard Handbook 98 Improved Phantasmal Force 2 Player Handbook 142 Invisibility 2 Player Handbook 142 Knock 2 Player Handbook 143 Locate Object 2 Player Handbook 143 Maximilian's Earthen Grasp 2 Tome of Magic 22 Protection From Cantrips 2 Player Handbook 144 Rope Trick 2 Player Handbook 145 Snilloc's Snowball Swarm 2 FR Adventures 47 Vocalize 2 Wizard Handbook 99 Whispering Wind 2 Player Handbook 147 Alacrity 3 Tome of Magic 24 Delude 3 Player Handbook 148 Fly 3 Player Handbook 149 Hold Person 3 Player Handbook 150 Hovering Skull 3 Wizard Handbook 99 Icelance 3 FR Adventures 49 Item 3 Player Handbook 150 Laeral's Dancing Dweomer 3 FR Adventures 49 Lightning Bolt 3 Player Handbook 151 Maximillian's Stony Grasp 3 Tome of Magic 26 Mummy Touch 3 FR Adventures 49 Phantom Steed 3 Player Handbook 152 Spectral Force 3 Player Handbook 153 Wind Wall 3 Player Handbook 154 Beltyn's Burning Blood 4 FR Adventures 53 Dimension Door 4 Player Handbook 155 Emotion 4 Player Handbook 155 Enervation 4 Player Handbook 157 Halo of Eyes 4 Wizard Handbook 101 Ilyykur's Mantle 4 FR Adventures 54 Minor Creation 4 Player Handbook 160 Polymorph Self 4 Player Handbook 161 Spider Strand 4 Dragon Kings 83 Wall of Fire 4 Player Handbook 163 Cloudkill 5 Player Handbook 166 Conjure Elemental 5 Player Handbook 166 Dismissal 5 Player Handbook 167 Domination 5 Player Handbook 168 Hold Monster 5 Player Handbook 169 Know Value 5 Wizard Handbook 103 Passwall 5 Player Handbook 171 Stone Shape 5 Player Handbook 171 Chain Lightning 6 Player Handbook 173 Disintegrate 6 Player Handbook 175 Enchant an Item 6 Player Handbook 175 Legend Lore 6 Player Handbook 178 Part Water 6 Player Handbook 180 Programmed Illusion 6 Player Handbook 180 Reconstruction 6 FR Adventures 59 Reincarnation 6 Player Handbook 181 Acid Storm 7 Tome of Magic 40 Delayed Blast Fireball 7 Player Handbook 183 Forcecage 7 Player Handbook 184 Power Word, Stun 7 Player Handbook 185 Sands of Time 7 Dragon Kings 85 Shadowcat 7 Tome of Magic 41 Teleport Without Error 7 Player Handbook 187 Vision 7 Player Handbook 187 Bigby's Clenched Fist 8 Player Handbook 188 Maze 8 Player Handbook 190 Mind Blank 8 Player Handbook 190 Otiluke's Telekinetic Sphere 8 Player Handbook 190 Permanency 8 Player Handbook 190 Prismatic Wall 8 Player Handbook 191 Enhance Transference 9 Unique Estate Transference 9 Tome of Magic 46 Temporal Stasis 9 Player Handbook 197 Worldwalk 9 FR Adventures 67 Magical Item Amt Where Elixir of Youth 3 Kimrath Tower Bowl of Commanding Water Elementals 1 In the center of the island Bracers of Defense AC 2 1 Body Ring of Protection +2 1 Body Robe of the Archmagi 1 Body Potion of Extra Healing 5 Kimrath Tower Scroll of Teleport Without Error (x2) 2 Body Ring of Warmth 1 Body Waterstaff Unique Body Ring of Wizardry (4th) 1 Body Bed of Kimrath Unique Kimrath Tower
New Magical Item: The Bed of Kimrath
This is a bed which his good friend and surviving adventuring buddy, Gordon
the High Priest, helped Kimrath create. It will bestow Heal once per
day, and will also cast a Regeneration spell once per day (5 turn
duration). In addition, the bed is very comfortable, so Kimrath prefers to sleep
in the bed.
Bowl of Commanding Water Elementals
The Bowl of Commanding Water Elementals is what keeps the Estate Transference
spell running. It is protected with spells and devices to the best of
Kimrath's abilities (which are considerable, considering that he's now 23rd
level), and is therefore very difficult to remove. The least of his protections
should include a Prismatic Wall, a Forcecage, a Wall of Fire,
a Maze spell, a Wind Wall and a Cloudkill spell effect,
probably with a couple of Acid Storm spell effects running as an extra
insurance.
The Waterstaff (Unique Item)
The Waterstaff is made of a dark, bluish wood, with a carved top of a stylized
wave. The wave is made of a bluish platinium alloy. The Waterstaff is considered
a Quarterstaff in combat, and counts as if it has a +2 enchantment when determining
what it can and can not damage, though it carries no bonuses to hit or damage a creature.
The Waterstaff is currently charged with 13 charges. It is always cool to the
touch, but not overly so - except when it is overcharged.
The Waterstaff has three powers that are simple to use:
The staff is well nigh impossible to break in normal circumstances - a very
determined attempt by someone possessing a Strength of 21 or more is needed
to successfully break the Waterstaff.
It is unknown where Kimrath got this staff (and Kimrath himself isn't telling),
though its powers indicates that it is one of the four Elemental Staves - Fire,
Water, Air and Earth. The staves all had similar powers, and were in their
time created by four brothers that had magical powers strongly tied to their
respective staff's element. These staves were thought to be lost forever -
it is more than 500 years since one of the Elemental Staves were last seen.
Yet the nephew of Kimrath - Lorac Shiel - carries the Firestaff. Is this
perhaps a sign that all four staves soon will be found?