The * Frilond * Campaign
Rolthir Yarl, the Wizard of Many Colours

So three specialist wizards walk into a dungeon—an invoker, a necromancer, and an illusionist. This was a second edition dungeon, mind you, from many years ago, and run by our friend Rob, who was a serious aficionado of horror films and novels. What ensued was one of the best adventures I've ever participated in, a dark and twisted scenario replete with creepy, haunting scenes and several genuinely scary moments. That one dungeon re-energized and renewed my interest in RPGs and even today, some fifteen odd years later, still inspires.

I played the illusionist, whom I envisioned as a Robert Plant like figure as painted by Gustav Klimt. The original character sheet is probably long lost in my boxes of old game notes, but I had recently been thinking of that character in conjunction with a new 3e character class, the eldritch weaver, as featured in Green Ronin's Advanced Player's Manual. Using just the weaver base class I was able to recast my illusionist as a unique 3e spellcaster who combines an interest and mastery of both spectacular illusions and enticing enchantments. So without further ado, here's a revived Rolthir Yarl, the Wizard of Many Colours, an eldritch weaver at 5th, 10th, 15th, and 20th level. Spells marked with an asterisk are new spells from the Advanced Player's Manual.

Rolthir Yarl, the Wizard of Many Colours CR 5

Male human eldritch weaver 5

CN Medium humanoid

Init +5; Senses Listen +2, Spot +2

Languages Common; empathic link

AC 12, touch 11, flat-footed 11

hp 14 (5 HD)

Fort +2, Ref +3, Will +7

Spd 30 ft

Melee mwk spear +2 (1d8-1/x3) or
dagger +2 (1d4-1/19—20)

Ranged mwk spear +4 (1d8-1/x3)

Base Atk +2; Grp +1

Combat Gear wand of color spray (50 charges), scroll of blink, potion of cure serious wounds

Special Actions minor thread power 2/day (harmonic performance, minor sophistry [DC 14], mask personal aura, nighteyes)

Spells Prepared (CL 5th, 6th for Deception thread spells)

3rd—major image D (DC 17)

2nd—enthrall (DC 15), hypnotic pattern (DC 16), mirror image D

1st—color spray (DC 15), disguise self, silent image D (DC 15), ventriloquism (DC 15)

0—dancing lights, detect magic, flare (DC 13), ghost sound (DC 14), light, prestidigitation

D Deception thread spell

Threads Chicanery, Deception, Skald, Sun & Moon

Abilities Str 8, Dex 13, Con 10, Int 16, Wis 14, Cha 12

SQ eldritch weaving (cast Deception thread spells at +1 level), familiar, share spells

Feats Alertness B (if familiar is within 5 ft), Combat Casting, Improved Initiative, Spell Focus (illusion)

Skills Concentration +8 (+12 casting defensively), Decipher Script +11, Diplomacy +9, Knowledge (arcana) +11, Knowledge (local) +11, Knowledge (nature) +11, Spellcraft +11 (+13 to decipher scrolls), Use Magic Device +9 (+13 with scrolls)

Possessions combat gear, masterwork spear, bracers of armor +1, cloak of resistance +1, 124 gp

Spellbook Spells prepared plus 0—read magic; 1st—animate rope, faerie fire, hypnotism; 2nd—pyrotechnics; 3rd—daylight

Harmonic Performance (Su) This power creates harmonics in a 10-foot emanation centered on Rolthir Yarl, which negates sonic or language-dependant effects for 1d4+1 rounds. Each round, Rolthir Yarl makes a level check (1d20 + class level), with sonic or language-dependent effects negated within the emanation unless the creatures wielding those effects make a level check equal to or higher than Rolthir Yarl's level check. If a creature is already under the effect of an ongoing sonic or language-dependent effect when it finds itself within the emanation, the effect is negated if the wielder's level check fails to overcome the Rolthir Yarl's. Alternatively, Rolthir Yarl can use this power when making a Perform check, adding his class level as a bonus on the check if he has at least one rank in the skill, or one-half his class level if untrained.

Mask Personal Aura (Su) This power suppresses Rolthir Yarl's aura and the aura of any item he wears or carries. Spells and magical effects that detect any kind of aura (including detect evil, detect magic, detect undead, and discern lies) are ineffective against Rolthir Yarl and his equipment. Note, though, that the same information revealed by an aura might still be discerned by other magical means (clairaudience/clairvoyance, detect thoughts, true seeing, and so on). Once invoked, this power lasts 1d4+1 hours.

Minor Sophistry (Su) Rolthir Yarl draws on spurious logic, half-truths, and outright lies to make whatever he says seem plausible. As a free action, he gains a +5 bonus a single Diplomacy check, Intimidate check, or Bluff check made to convince another of the truth of his words (but not on other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.) Alternatively, as a full-round action, Rolthir Yarl can cause a single creature within 30 feet to sink into a bemused state, becoming dazed for 1d4 rounds on a failed DC 14 Will save. Creatures that save successfully cannot be affected by the use of this form of the power by Rolthir Yarl for one day, though he still gains bonuses to skill checks used against those creatures. This is a mind-affecting compulsion effect.

Nighteyes (Su) Rolthir Yarl can give himself low-light vision, enabling him to see twice as well as a human at night or in dim illumination, or darkvision with a range of 60 feet. Neither effect stacks with any other source of low-light vision or darkvision. This effect lasts 1d4+1 hours.

Tintagel CR —

Male thrush familiar

CN Diminutive magical beast

Init +2; Senses Listen +8, Spot +8

Languages Common

AC 19, touch 16, flat-footed 17

hp 7 (5 HD)

Fort +2, Ref +4, Will +6; improved evasion

Spd 10 ft, fly 40 ft (average)

Space 1 ft; Reach 0 ft

Atk Options +0; Grp -15

Special Atk deliver touch spells

Abilities Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6

Feats Alertness

Skills Concentration +8, Decipher Script +7, Diplomacy +6, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Listen +8, Spellcraft +7, Spot +8, Use Magic Device +6

Improved Evasion (Ex) No damage on successful Reflex save and half damage if the save fails

Rolthir Yarl, the Wizard of Many Colours CR 10

Male human eldritch weaver 10

CN Medium humanoid

Init +5; Senses Listen +3, Spot +3

Languages Common, empathic link

AC 14, touch 12, flat-footed 13

hp 36 (10 HD)

Fort +3, Ref +6, Will +10

Spd 30 ft

Melee mwk spear +5 (1d8-1/x3) or
dagger +5 (1d4-1/19—20)

Ranged mwk spear +7 (1d8-1/x3)

Base Atk +5; Grp +4

Combat Gear wand of color spray (50 charges), dust of disappearance, scroll of shadow evocation, potion of cure moderate wounds

Special Actions minor thread power 3/day (harmonic performance, minor sophistry [DC 18], mask personal aura, nighteyes)

Spells Prepared (CL 10th, 11th for Deception thread spells)

5th—persistent image D (DC 19)

4th—confusion (DC 17), rainbow pattern (DC 18)

3rd—blink (2), daylight, major image D (DC 17)

2nd—enthrall (DC 15), hypnotic pattern (2, DC 16), mirror image D

1st—color spray (DC 15), disguise self, silent image D (2, DC 15), ventriloquism (DC 15)

0—dancing lights, detect magic, flare (DC 13), ghost sound (DC 14), light, prestidigitation

D Deception thread spell

Threads Chicanery, Deception, Skald, Sun & Moon

Abilities Str 8, Dex 13, Con 10, Int 17, Wis 16, Cha 12

SQ eldritch weaving (cast Deception thread spells as +1 level, spontaneously cast Deception thread spells), familiar, share spells

Feats Alertness B (if familiar is within 5 ft), Combat Casting, Improved Initiative, Lightning Reflexes, Improved Toughness, Spell Focus (illusion)

Skills Concentration +13 (+17 casting defensively), Decipher Script +16, Diplomacy +14, Knowledge (arcana) +16, Knowledge (local) +16, Knowledge (nature) +16, Spellcraft +16 (+18 to decipher scrolls), Use Magic Device +14 (+18 with scrolls)

Possessions combat gear, masterwork spear, bracers of armor +2, ring of protection +1, periapt of wisdom +2, 24 GP

Spellbook Spells prepared plus 0—read magic; 1st—animate rope, faerie fire, hypnotism; 2nd—pyrotechnics; 3rd—glibness; 4th—hallucinatory terrain, lesser geas; 5th—feeblemind, seeming, shooting star

Harmonic Performance (Su) This power creates harmonics in a 10-foot emanation centered on Rolthir Yarl, which negates sonic or language-dependant effects for 1d4+1 rounds. Each round, Rolthir Yarl makes a level check (1d20 + class level), with sonic or language-dependent effects negated within the emanation unless the creatures wielding those effects make a level check equal to or higher than Rolthir Yarl's level check. If a creature is already under the effect of an ongoing sonic or language-dependent effect when it finds itself within the emanation, the effect is negated if the wielder's level check fails to overcome the Rolthir Yarl's. Alternatively, Rolthir Yarl can use this power when making a Perform check, adding his class level as a bonus on the check if he has at least one rank in the skill, or one-half his class level if untrained.

Mask Personal Aura (Su) This power suppresses Rolthir Yarl's aura and the aura of any item he wears or carries. Spells and magical effects that detect any kind of aura (including detect evil, detect magic, detect undead, and discern lies) are ineffective against Rolthir Yarl and his equipment. Note, though, that the same information revealed by an aura might still be discerned by other magical means (clairaudience/clairvoyance, detect thoughts, true seeing, and so on). Once invoked, this power lasts 1d4+1 hours.

Minor Sophistry (Su) Rolthir Yarl draws on spurious logic, half-truths, and outright lies to make whatever he says seem plausible. As a free action, he gains a +10 bonus a single Diplomacy check, Intimidate check, or Bluff check made to convince another of the truth of his words (but not on other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.) Alternatively, as a full-round action, Rolthir Yarl can cause a single creature within 30 feet to sink into a bemused state, becoming dazed for 1d4 rounds on a failed DC 18 Will save. Creatures that save successfully cannot be affected by the use of this form of the power by Rolthir Yarl for one day, though he still gains bonuses to skill checks used against those creatures. This is a mind-affecting compulsion effect.

Nighteyes (Su) Rolthir Yarl can give himself low-light vision, enabling him to see twice as well as a human at night or in dim illumination, or darkvision with a range of 60 feet. Neither effect stacks with any other source of low-light vision or darkvision. This effect lasts 1d4+1 hours.

Tintagel CR —

Male thrush familiar

CN Diminutive magical beast

Init +2; Senses Listen +8, Spot +8

Languages Common, speak with birds

AC 21, touch 16, flat-footed 19

hp 18 (10 HD)

Fort +3, Ref +5, Will +9; improved evasion

Spd 10 ft, fly 40 ft (average)

Space 1 ft; Reach 0 ft

Base Atk +0; Grp -12

Atk Options deliver touch spells

Abilities Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6

Feats Alertness

Skills Concentration +13, Decipher Script +12, Diplomacy +11, Knowledge (arcana) +12, Knowledge (local) +12, Knowledge (nature) +12, Listen +8, Spellcraft +12, Spot +8, Use Magic Device +11

Improved Evasion (Ex) No damage on successful Reflex save and half damage if the save fails

Rolthir Yarl, the Wizard of Many Colours CR 15

Male human eldritch weaver 15

CN Medium humanoid

Init +5; Senses Listen +3, Spot +3

Languages Common, empathic link

AC 18, touch 14, flat-footed 17

hp 54 (15 HD)

Fort +5, Ref +8, Will +13

Spd 30 ft

Melee +1 spear +7/+2 (1d8/x3) or
dagger +6/+1 (1d4-1/19—20)

Ranged +1 spear +9 (1d8/x3)

Base Atk +7; Grp +6

Combat Gear wand of searing light (50 charges), scroll of blink, potion of cure serious wounds

Special Actions major thread power 3/day (alter aura, destructive harmonics [DC 20], mental shock [DC 20], sophistery [DC 20], stone of the sun and moon [DC 20]), minor thread power 3/day (guarded mind, harmonic performance, minor sophistry [DC 20], mask personal aura, nighteyes)

Spells Prepared (CL 15th, 16th for Deception thread spells)

7th—prismatic spray (DC 23), project image D (DC 24)

6th—geas, mass suggestion (DC 21), sun motes* (15-ft spread, deals 4d6 fire dmg and blinds; DC 22 Reflex negates blindness; also does 1d6 fire dmg/rnd for 15 rnds)

5th—dominate person (DC 20), feeblemind (DC 20), persistent image D (DC 22), shooting star* (7d6 fire/sonic dmg along 120 ft line, plus 7d6 fire/sonic dmg in 15-ft-radius burst; DC 21 Reflex half)

4th—charm monster (DC 19), confusion (DC 19), lesser geas (DC 19), rainbow pattern (DC 21), shout

3rd—blink (2), daylight, major image D (2, DC 20)

2nd—enthrall (DC 17), hypnotic pattern (2, DC 19), mirror image D (2)

1st—color spray (DC 18), disguise self, faerie fire, silent image D (2, DC 18), ventriloquism (DC 18)

0—dancing lights, detect magic, flare (DC 15), ghost sound (DC 17), light, prestidigitation

D Deception thread spell

Threads Chicanery, Deception, Mind, Skald, Sun & Moon

Abilities Str 8, Dex 13, Con 10, Int 20, Wis 16, Cha 12

SQ eldritch weaving (cast Deception thread spells as +1 level, spontaneously cast Deception thread spells, increase DC of Sun & Moon thread spells by 1, freely extend Deception thread spell 3/day), familiar, share spells, scry on familiar 1/day

Feats Alertness B (if familiar is within 5 ft), Combat Casting, Extend Spell, Greater Spell Focus (illusion), Improved Initiative, Lightning Reflexes, Improved Toughness, Spell Focus (illusion)

Skills Concentration +18 (+22 casting defensively), Decipher Script +25, Diplomacy +19, Knowledge (arcana) +23, Knowledge (history) +9, Knowledge (local) +23, Knowledge (nature) +23, Spellcraft +25 (+27 to decipher scrolls), Use Magic Device +19 (+23 with scrolls)

Possessions combat gear, masterwork spear, bracers of armor +4, ring of protection +3, periapt of wisdom +2, headband of intellect +2, +1 spear, 24 GP

Spellbook Spells prepared plus 0—read magic; 1st—animate rope, hypnotism; 2nd—pyrotechnics; 3rd—glibness; 4th—hallucinatory terrain; 5th—seeming, telekinesis; 6th—veil; 7th—greater scrying, limited wish

Alter Aura (Su) Using this power Rolthir Yarl can temporarily alter one aura of any creature or object that he touches, either suppressing the aura entirely or making it appear as if it was a different aura. The new aura has the same strength as the aura it replaced, but if an aura's alteration gives the subject two auras of the same kind, the auras overlap but their strength does not stack. Alternatively, Rolthir Yarl can alter an aura to make it stronger (one category maximum) or weaker than normal. When any creature uses an aura-detecting effect on a creature or object targeted by this power, the DM makes a secret caster level check (DC 10 + eldritch weaver level). On a successful check, the subject's true aura can be read, but if not, the subject's aura reads exactly as Rolthir Yarl has altered it. Once used, this power lasts 15 hours, or until dismissed by Rolthir Yarl.

Destructive Harmonics (Su) This power creates harmonics in a 10-foot-radius burst centered anywhere within 60 feet of Rolthir Yarl. Objects, constructs, and undead within the burst take 3d8 points of sonic damage, while living creatures within the area of effect are deafened for 1d4 rounds and may be stunned for 1 round if they fail a DC 20 Fortitude save. Creatures, attended objects, and unattended magic items in the burst are allowed Fortitude saves against the effect, with objects, constructs, and undead taking no damage on a successful save.

Guarded Mind (Su) By invoking this power, Rolthir Yarl gains a +2 bonus on Will saves for 1d4+1 minutes. If Rolthir Yarl should fail a saving throw against any charm or compulsion effect while this power lasts, he can attempt a new saving throw at the original DC after 1d4 rounds (assuming the effect is still in operation). Rolthir Yarl gets only one extra saving throw against any particular charm or compulsion effect.

Harmonic Performance (Su) This power creates harmonics in a 10-foot emanation centered on Rolthir Yarl, which negates sonic or language-dependant effects for 1d4+1 rounds. Each round, Rolthir Yarl makes a level check (1d20 + class level), with sonic or language-dependent effects negated within the emanation unless the creatures wielding those effects make a level check equal to or higher than Rolthir Yarl's level check. If a creature is already under the effect of an ongoing sonic or language-dependent effect when it finds itself within the emanation, the effect is negated if the wielder's level check fails to overcome the Rolthir Yarl's. Alternatively, Rolthir Yarl can use this power when making a Perform check, adding his class level as a bonus on the check if he has at least one rank in the skill, or one-half his class level if untrained.

Mask Personal Aura (Su) This power suppresses Rolthir Yarl's aura and the aura of any item he wears or carries. Spells and magical effects that detect any kind of aura (including detect evil, detect magic, detect undead, and discern lies) are ineffective against Rolthir Yarl and his equipment. Note, though, that the same information revealed by an aura might still be discerned by other magical means (clairaudience/clairvoyance, detect thoughts, true seeing, and so on). Once invoked, this power lasts 1d4+1 hours.

Mental Shock (Su) This power creates a line of terrible mental force 30 feet long. Creatures in the area must make a DC 20 Will save or be dazed for 1d4 rounds.

Minor Sophistry (Su) Rolthir Yarl draws on spurious logic, half-truths, and outright lies to make whatever he says seem plausible. As a free action, he gains a +15 bonus a single Diplomacy check, Intimidate check, or Bluff check made to convince another of the truth of his words (but not on other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.) Alternatively, as a full-round action, Rolthir Yarl can cause a single creature within 30 feet to sink into a bemused state, becoming dazed for 1d4 rounds on a failed DC 20 Will save. Creatures that save successfully cannot be affected by the use of this form of the power by Rolthir Yarl for one day, though he still gains bonuses to skill checks used against those creatures. This is a mind-affecting compulsion effect.

Nighteyes (Su) Rolthir Yarl can give himself low-light vision, enabling him to see twice as well as a human at night or in dim illumination, or darkvision with a range of 60 feet. Neither effect stacks with any other source of low-light vision or darkvision. This effect lasts 1d4+1 hours.

Sophistry (Su) As a full-round action, Rolthir Yarl weaves a cocoon of fallacious reasoning, equivocal statements, and mumbo-jumbo around himself. The effort creates a 30-foot emanation, centered on Rolthir Yarl, which causes all intelligent creatures within it (except Rolthir Yarl and his allies, if desired) to question their senses and their sanity. Lawful creatures within the area of effect become confused (as the spell) for the duration of the effect or until they leave the area. Nonlawful creatures become unable to focus their senses or organize their thoughts, and any attacks they make have a 20% miss chance. Likewise, any spells they cast have a 20% chance of failure (including spells from scrolls), as does any attempt to activate a magic item by spell trigger (if failure occurs, the item is not triggered and no charges are expended). Nonlawful creatures also take a -4 penalty to Listen, Sense Motive, and Spot checks, all Intelligence checks, and a -4 penalty on Will saves. These penalties last for the duration of the effect or until the affected creatures leave the area. The effect lasts as long as Rolthir Yarl concentrates, and for 1d3 rounds thereafter. Creatures with Intelligence scores of 2 or less are unaffected. A DC 20 Will saving throw negates the effect, and creatures making successful saves cannot be affected by Rolthir Yarl's sophistry power for one day. This is a mind-affecting compulsion effect.

Stone of the Sun and Moon (Su) To use this power, Rolthir Yarl requires a moonstone or crystal prism worth at least 50 GP As a standard action, Rolthir Yarl can make the stone emit a 60-foot cone of dim light or a 30- foot cone of bright light, with either effect lasting for 1d6+1 hours. While either of the above light effects is in operation and Rolthir Yarl holds the stone, he can make the stone emit a blinding ray of light up to 60 feet long. Any creature struck by a ranged touch attack is blinded for 1d4 rounds unless it makes a DC 20 Fortitude save. This use of the stone extinguishes the light until the power is used again. Rolthir Yarl can have any number of stones operational at once (subject to his daily use limit for the power), but each requires a 50 GP stone as a focus. Other creatures can carry the stone for illumination, but only Rolthir Yarl can evoke the blinding ray.

Tintagel CR —

Male thrush familiar

CN Diminutive magical beast

Init +2; Senses Listen +8, Spot +8

Languages Common, speak with birds

AC 24, touch 16, flat-footed 22

hp 27 (15 HD)

SR 20

Fort +5, Ref +7, Will +11; improved evasion

Spd 10 ft, fly 40 ft (average)

Space 1 ft; Reach 0 ft

Base Atk +0; Grp -10

Atk Options deliver touch spells

Abilities Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 6

Feats Alertness

Skills Concentration +18, Decipher Script +19, Diplomacy +16, Knowledge (arcana) +19, Knowledge (history) +5, Knowledge (local) +19, Knowledge (nature) +19, Listen +8, Spellcraft +19, Spot +8, Use Magic Device +16

Improved Evasion (Ex) No damage on successful Reflex save and half damage if the save fails

Rolthir Yarl, the Wizard of Many Colours CR 20

Male human eldritch weaver 20

CN Medium humanoid

Init +5; Senses Listen +4, Spot +4

Languages Common, empathic link

AC 22, touch 15, flat-footed 21

hp 71 (20 HD)

Fort +6, Ref +9, Will +16

Spd 30 ft

Melee +2 spear +11/+6 (1d8+1/x3) or dagger +9/+4 (1d4-1/19—20)

Ranged +2 spear +13 (1d8+1/x3)

Base Atk +10; Grp +9

Combat Gear 2 potions of cure serious wounds, ring of shooting stars, robe of scintillating colors, scroll of greater shadow evocation and scintillating pattern, wand of searing light (50 charges)

Special Actions major thread power 4/day (alter aura, destructive harmonics [DC 24], great oration [DC 24], mental shock [DC 24], sophistery [DC 24], stone of the sun and moon [DC 24]), minor thread power 4/day (guarded mind, harmonic performance, minor sophistry [DC 24], mask personal aura, nighteyes, skilled oration [DC 24])

Spells Prepared (CL 20th, 21th for Deception thread spells)

9th—dominate monster (DC 26), power word kill, prismatic wall S (DC 27)

8th—greater shout (DC 25), mass charm monster (DC 25), power word stun, sunburst* S (DC 26)

7th—greater scrying, prismatic spray S (3, DC 25), project image D (DC 26)

6th—geas, mass suggestion (DC 23), sun motes* S (2, 15-ft spread, deals 4d6 fire dmg and blinds; DC 24 Reflex negates blindness; also does 1d6 fire dmg/rnd for 20 rnds)

5th—dominate person (DC 22), feeblemind (DC 22), persistent image D (DC 24), shooting star* S (10d6 fire/sonic dmg along 120 ft line, plus 10d6 fire/sonic dmg in 15-ft-radius burst; DC 23 Reflex half)

4th—charm monster (DC 21), confusion (DC 21), lesser geas (DC 21), rainbow pattern S (DC 23), shout

3rd—blink (2), daylight, major image D (3, DC 22)

2nd—enthrall (DC 19), hypnotic pattern S (2, DC 21), mirror image D (2)

1st—color spray S (DC 20), disguise self, faerie fire S , silent image D (2, DC 20), ventriloquism (DC 20)

0—dancing lights, detect magic, flare (DC 17), ghost sound (DC 19), light, prestidigitation

D Deception thread spell; S Sun & Moon thread spell

Threads Chicanery, Deception, Mind, Oration, Skald, Sun & Moon

Abilities Str 8, Dex 13, Con 10, Int 24, Wis 18, Cha 12

SQ eldritch weaving (cast Deception thread spells as 1 level higher, spontaneously cast Deception thread spells, increase DC of Sun & Moon thread spells by 1, freely enlarge or extend 6th level or lower Sun & Moon thread spells 4/day, freely enlarge or extend 3rd level or lower Deception thread spells 4/day), familiar, share spells, scry on familiar 1/day

Feats Alertness B (if familiar is within 5 ft), Combat Casting, Enlarge Spell, Extend Spell, Greater Spell Focus (illusion), Improved Initiative, Lightning Reflexes, Improved Toughness, Spell Focus (illusion)

Skills Concentration +23 (+27 casting defensively), Decipher Script +32, Diplomacy +24, Knowledge (arcana) +30, Knowledge (history) +22, Knowledge (local) +30, Knowledge (nature) +30, Spellcraft +30 (+32 to decipher scrolls), Use Magic Device +24 (+28 with scrolls)

Possessions combat gear, masterwork spear, bracers of armor +7, ring of protection +4, periapt of wisdom +4, headband of intellect +4, +1 spear, 699 GP

Spellbook Spells prepared plus 0—read magic; 1st—animate rope, hypnotism; 2nd—pyrotechnics; 3rd—glibness; 4th—hallucinatory terrain; 5th—seeming, telekinesis; 6th—veil; 7th—limited wish; 8th—screen; 9th—prismatic sphere, wail of the banshee

Alter Aura (Su) Using this power Rolthir Yarl can temporarily alter one aura of any creature or object that he touches, either suppressing the aura entirely or making it appear as if it was a different aura. The new aura has the same strength as the aura it replaced, but if an aura's alteration gives the subject two auras of the same kind, the auras overlap but their strength does not stack. Alternatively, Rolthir Yarl can alter an aura to make it stronger (one category maximum) or weaker than normal. When any creature uses an aura-detecting effect on a creature or object targeted by this power, the DM makes a secret caster level check (DC 10 + eldritch weaver level). On a successful check, the subject's true aura can be read, but if not, the subject's aura reads exactly as Rolthir Yarl has altered it. Once used, this power lasts 20 hours, or until dismissed by Rolthir Yarl.

Destructive Harmonics (Su) This power creates harmonics in a 10-foot-radius burst centered anywhere within 60 feet of Rolthir Yarl. Objects, constructs, and undead within the burst take 3d8 points of sonic damage, while living creatures within the area of effect are deafened for 1d4 rounds and may be stunned for 1 round if they fail a DC 24 Fortitude save. Creatures, attended objects, and unattended magic items in the burst are allowed Fortitude saves against the effect, with objects, constructs, and undead taking no damage on a successful save.

Great Oration (Su) Rolthir Yarl can hold creatures spellbound with his voice, affecting up to 3 creatures if he speaks continuously for a full round. To be affected, the creature and Rolthir Yarl must have line of sight to each other and the creature must be able to hear Rolthir Yarl speak. Creatures with Intelligence scores of 2 or lower are not affected. An affected creature must make a successful DC 24 Will save or become dazed, taking no actions as it sits or stands calmly and listens to the oration. The creature remains dazed for as long as Rolthir Yarl continues to speak and concentrate (up to a maximum of 10 rounds). Any attack upon or damage dealt to the creature allows it a new saving throw. Rolthir Yarl and the subject creature need not share a common language, but if they don't, the subject gains a +2 bonus on its save. Likewise, the subject creature gains +2 bonus on its save if it is a different creature type than Rolthir Yarl, and gains a further +2 bonus whenever combat or some other distraction is occurring in the area. After holding creatures dazed for at least 1 round, Rolthir Yarl can attempt to impose one of three additional effects. As any saves allowed against the new effects, the attempt allows creatures a new saving throw against the great oration's original daze effect.

This power is a mind-affecting compulsion effect.

Guarded Mind (Su) By invoking this power, Rolthir Yarl gains a +2 bonus on Will saves for 1d4+1 minutes. If Rolthir Yarl should fail a saving throw against any charm or compulsion effect while this power lasts, he can attempt a new saving throw at the original DC after 1d4 rounds (assuming the effect is still in operation). Rolthir Yarl gets only one extra saving throw against any particular charm or compulsion effect.

Harmonic Performance (Su) This power creates harmonics in a 10-foot emanation centered on Rolthir Yarl, which negates sonic or language-dependant effects for 1d4+1 rounds. Each round, Rolthir Yarl makes a level check (1d20 + class level), with sonic or language-dependent effects negated within the emanation unless the creatures wielding those effects make a level check equal to or higher than Rolthir Yarl's level check. If a creature is already under the effect of an ongoing sonic or language-dependent effect when it finds itself within the emanation, the effect is negated if the wielder's level check fails to overcome the Rolthir Yarl's. Alternatively, Rolthir Yarl can use this power when making a Perform check, adding his class level as a bonus on the check if he has at least one rank in the skill, or one-half his class level if untrained.

Mask Personal Aura (Su) This power suppresses Rolthir Yarl's aura and the aura of any item he wears or carries. Spells and magical effects that detect any kind of aura (including detect evil, detect magic, detect undead, and discern lies) are ineffective against Rolthir Yarl and his equipment. Note, though, that the same information revealed by an aura might still be discerned by other magical means (clairaudience/clairvoyance, detect thoughts, true seeing, and so on). Once invoked, this power lasts 1d4+1 hours.

Mental Shock (Su) This power creates a line of terrible mental force 30 feet long. Creatures in the area must make a DC 24 Will save or be dazed for 1d4 rounds.

Minor Sophistry (Su) Rolthir Yarl draws on spurious logic, half-truths, and outright lies to make whatever he says seem plausible. As a free action, he gains a +20 bonus a single Diplomacy check, Intimidate check, or Bluff check made to convince another of the truth of his words (but not on other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.) Alternatively, as a full-round action, Rolthir Yarl can cause a single creature within 30 feet to sink into a bemused state, becoming dazed for 1d4 rounds on a failed DC 24 Will save. Creatures that save successfully cannot be affected by the use of this form of the power by Rolthir Yarl for one day, though he still gains bonuses to skill checks used against those creatures. This is a mind-affecting compulsion effect.

Nighteyes (Su) Rolthir Yarl can give himself low-light vision, enabling him to see twice as well as a human at night or in dim illumination, or darkvision with a range of 60 feet. Neither effect stacks with any other source of low-light vision or darkvision. This effect lasts 1d4+1 hours.

Skilled Oration (Su) This power makes Rolthir Yarl's voice more compelling. When Rolthir Yarl makes a Bluff, Diplomacy, or Perform (Oration) check, he adds his class level as a bonus on the check if he has at least one rank in the skill, or one-half his class level if untrained. Alternatively, Rolthir Yarl can create a 20-foot emanation to negate sonic or language-dependant effects. This use of the power lasts as long as Rolthir Yarl speaks and concentrates, during which time he makes a level check (1d20 + class level) each round. Sonic or language-dependent effects are negated within the emanation unless the creatures wielding those effects make a level check equal to or higher than Rolthir Yarl's level check. If a creature is already under the effect of an ongoing sonic or language-dependent effect when it finds itself within the emanation, the effect is negated if the wielder's level check fails to overcome Rolthir Yarl's.

Sophistry (Su) As a full-round action, Rolthir Yarl weaves a cocoon of fallacious reasoning, equivocal statements, and mumbo-jumbo around himself. The effort creates a 30-foot emanation, centered on Rolthir Yarl, which causes all intelligent creatures within it (except Rolthir Yarl and his allies, if desired) to question their senses and their sanity. Lawful creatures within the area of effect become confused (as the spell) for the duration of the effect or until they leave the area. Nonlawful creatures become unable to focus their senses or organize their thoughts, and any attacks they make have a 20% miss chance. Likewise, any spells they cast have a 20% chance of failure (including spells from scrolls), as does any attempt to activate a magic item by spell trigger (if failure occurs, the item is not triggered and no charges are expended). Nonlawful creatures also take a -4 penalty to Listen, Sense Motive, and Spot checks, all Intelligence checks, and a -4 penalty on Will saves. These penalties last for the duration of the effect or until the affected creatures leave the area. The effect lasts as long as Rolthir Yarl concentrates, and for 1d3 rounds thereafter. Creatures with Intelligence scores of 2 or less are unaffected. A DC 24 Will saving throw negates the effect, and creatures making successful saves cannot be affected by Rolthir Yarl's sophistry power for one day. This is a mind-affecting compulsion effect.

Stone of the Sun and Moon (Su) To use this power, Rolthir Yarl requires a moonstone or crystal prism worth at least 50 GP As a standard action, Rolthir Yarl can make the stone emit a 60-foot cone of dim light or a 30- foot cone of bright light, with either effect lasting for 1d6+1 hours. While either of the above light effects is in operation and Rolthir Yarl holds the stone, he can make the stone emit a blinding ray of light up to 60 feet long. Any creature struck by a ranged touch attack is blinded for 1d4 rounds unless it makes a DC 24 Fortitude save. This use of the stone extinguishes the light until the power is used again. Rolthir Yarl can have any number of stones operational at once (subject to his daily use limit for the power), but each requires a 50 GP stone as a focus. Other creatures can carry the stone for illumination, but only Rolthir Yarl can evoke the blinding ray.

Tintagel CR —

Male thrush familiar

CN Diminutive magical beast

Init +2; Senses Listen +8, Spot +8

Languages Common, speak with birds

AC 26, touch 16, flat-footed 24

hp 35 (20 HD)

SR 25

Fort +6, Ref +8, Will +14; improved evasion

Spd 10 ft, fly 40 ft (average)

Space 1 ft; Reach 0 ft

Base Atk +0; Grp -7

Atk Options deliver touch spells

Abilities Str 1, Dex 15, Con 10, Int 15, Wis 14, Cha 6

Feats Alertness

Skills Concentration +23, Decipher Script +25, Diplomacy +21, Knowledge (arcana) +25, Knowledge (history) +17, Knowledge (local) +25, Knowledge (nature) +25, Listen +8, Spellcraft +25, Spot +8, Use Magic Device +21

Improved Evasion (Ex) No damage on successful Reflex save and half damage if the save fails