Sil’mukre (CR 25)
Sil’mukre was born as one of the last of his kind. He had never met another spell weaver until Fate directed him to the ruin known as Vaprak’s Voice. It was there that he came into conflict with the Order of the Silver Hand and lost his hands. Hezekiah Grofus turned him to stone and the Order decided to break off the spell weaver’s hands before casting break enchantment on him. They did heal him so that he didn’t bleed to death, but the damage to his mind was done.
Normally, spell weaver’s do not communicate with other races, but Sil’mukre was so distraught after the conflict with the Order that he felt he needed to find out “why” the members of the Order had so violated him. He knew they had been in the wrong, as all “two-arms” always are but he couldn’t find a way to explain it to them. He tried to use his race’s natural telepathic abilities to communicate with them but all he got from them was static.
However, the one he would later come to know as “Archmagus” was able to hear and understand Sil’mukre’s thoughts to a limited degree. He was able to come to an accord with the “two-arms” and agreed to let them off with a warning. (At least, that’s how Sil’mukre interpreted it at the time.) While waiting for them to restore his hands his telepathic thoughts made contact with another of his kind. He immediately made contact.
The other spell weaver immediately teleported to Sil’mukre’s location, they exchanged their lineages through mere thought, and then teleported away from Vaprak’s Voice. It was after that that handsome “two-armed” female regenerated Sil’mukre’s hands. Sil’mukre would have stayed with them longer but they were in the middle of a necromantic ritual that lacked the subtlety that Sil’mukre preferred to incorporate into his own magical studies and obsessions.
Now, back to his old self, Sil’mukre has begun to explore the region around Vaprak’s Voice for more ancient ruins created by his people. He has learned a great deal about why his people fell from grace and now he is determined to restore the spell weaver nation, but without the necromantic ceremonies. He has managed to avoid direct conflict with the “two-arms” of the region by learning a simple form of sign language, which allows him to communicate with many of them on a limited basis.
He has even managed to get on the good side of the human he now knows as “Archmagus.” He avoids the other members of the Order of the Silver Hand, however. He finds them too simple-minded.
hp 104 (10d8 plus 15d6 plus 6)
Male spell weaver ² wilder 15 ¹
N Medium monstrous humanoid (psionic)
Init +3; Senses Darkvision 60 ft.; Listen +14, Spot +14
Languages Cannot speak; knows the regional Sign Language of Harqual; telepathy 1,000 miles with other spell weavers
AC 31 (+3 Dex, +10 natural, +3 armor, +5 deflection, +1 insight), touch 23 (+4 Cha), flat-footed 27
Immune Mind-affecting spells and effects
PR 21; SR 21
Epic Save +2
Fort +10, Ref +15, Will +20
Speed 30 feet (6 squares)
Melee Rapier of puncturing +22 (1d6+3 plus 1 Con/x2) or
Melee Rapier of puncturing +22/+17/+12/+7 (1d6+3 plus 1 Con/x2) or
Melee Slam +20 (1d3+1/x2) or
Melee 2 slams +20 (1d3+1/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +17; Grp +18; Epic Atk +3
Atk Options Surging euphoria +2
Special Actions Wild surge +5
Combat Gear Bead of force, potion of cat’s grace, potion of cure serious wounds, potion of protection from energy (electricity), wand of dispel magic (20 charges), wand of major image (18 charges), wand of lightning (CL: 6th, 21 charges)
Sorcerer Spells Known (CL 13th; base save DC = 14 + spell level, or 15 + spell level for Abjuration and Evocation spells)
6th (3/day) — chain lightning.
5th (5/day) — cone of cold, teleport.
4th (7/day) — dimension door, lesser globe of invulnerability, shout.
3rd (7/day) — dispel magic, fireball, lightning bolt, nondetection.
2nd (7/day) — gust of wind, protection from arrows, resist energy, scare, scorching ray.
1st (7/day) — alarm, identify, mage armor, magic missile, shield.
0th (6/day) — arcane mark, daze, dancing lights, disrupt undead, flare, prestidigitation, ray of frost, read magic, resistance.
Wilder Power Known (ML 15th; power points 225; max level 7th; base save DC = 14 + power level) 1
7th — energy wave.
6th — breath of the black dragon.
5th — shatter mind blank.
4th — energy adaptation.
3rd — time hop.
2nd — cloud mind, energy stun.
1st — energy ray, mind thrust.
Spell-like Abilities (CL 13th; save DC = 14 + spell level): always active—see invisibility; at will—detect magic, invisibility; 1/day—plane shift
Abilities Str 12 (+1), Dex 16 (+3), Con 10 (+0), Int 17 (+3), Wis 18 (+4), Cha 18 (+4)
SA Psionics, spell-like abilities, spells, surging euphoria, wild surge
SQ Chromatic disk, elude touch, psychic enervation, shielded mind, spell weaving, volatile mind
Feats Empower Spell, Enlarge Spell, Expanded Knowledge (energy stun) ¹, Extend Spell, Ghost Attack ¹, Great Fortitude, Heighten Spell, Psionic Body ¹, Silent Spell [B], Spell Focus (Abjuration) [B], Spell Focus (Evocation) [B], Spell Penetration [B], Weapon Finesse.
Skills Autohypnosis +16, Balance +13, Bluff +10, Climb +9, Concentration +22, Diplomacy +0, Disguise +4 [+6 to act], Escape Artist +11, Intimidate +12, Jump +11, Knowledge (arcana) +16, Knowledge (psionics) +13, Knowledge (the planes) +16, Listen +14, Psicraft +13, Sense Motive +10, Speak Language (Sign Language), Spellcraft +18 [+20 to decipher spells on scrolls], Spot +14, Survival +4 [+6 on other planes], Tumble +13, Use Magic Device +16 [+18 involving scrolls], Use Psionic Device +5 [+7 involving power stones], Use Rope +6 [+8 involving bindings].
Possessions Amulet of natural armor +5, bag of tricks (tan), black robe, boots of landing ¹, bracers of armor +3, chromatic disk ², chime of opening, cold weather outfit, dusty rose ioun stone, folding boat, gloves of object reading ¹, Heward’s handy haversack, horn of blasting, major cloak of displacement, mirror of time hop ¹, orange ioun stone, pale blue ioun stone, psicrown of fiery ruin ¹, rapier of puncturing, ring of protection +5, ring of regeneration, rod of absorption, staff of abjuration, staff of divination, third eye of concentrate ¹, traveler’s outfit, and a belt pouch containing 200 pp.
Age 202; Personality Equivocal, peculiar, and shrewd.
Description Sil’mukre is hardly typical looking for a spell weaver. He takes the idea of coveting magic to an extreme, and is always looking to add to his horde of gear. He covets psionic items almost as much and always wears his third eye and psicrown. These items are as important to him as his chromatic disk. Sil’mukre carries a variety of custom made clothes with him at all times, in his magical haversack, as he prefers to be prepared for any sort of weather. Regardless of the outfit he wears he always completes it with his powerful displacement cloak. Three ioun stones continuously circle Sil’mukre’s head.
Height 5 feet 1 inches; Weight 112 lbs.
Level Adjustment +7; ECL 32; Favored Class Sorcerer
Surging Euphoria (Ex) When Sil’mukre uses his wild surge ability, he gains a +2 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge.
If Sil’mukre is overcome by psychic enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.
Wild Surge (Su) Sil’mukre can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, Sil’mukre gains phenomenal psionic strength, but may harm herself by the reckless use of her power.
Sil’mukre can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains +5 to his manifester level with that manifestation of the power. The manifester level boost gives him the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power Sil’mukre manifests with his wild surge. This improvement in manifester level does not grant him any other benefits.
Chromatic Disk Sil’mukre is never without its chromatic disk. This 6-inch-diameter indestructible disk glows with colors that slowly shift through the spectrum. This object stores ten additional spell levels of energy that Sil’mukre can tap and use as he wishes. To tap this spell energy, Sil’mukre must hold the chromatic disk in at least one of his hands. The disk automatically recharges itself to full power every night, at midnight. A spell powered by the disk is cast as though the caster had the Spell Focus feat for the spell in question.
Only a spell weaver can utilize a chromatic disk. Should any other creature pick one up and try to tap its energy (by employing the Use Magic Device skill, for instance), it explodes, dealing 4d10 points of damage to everything within a 30-foot radius.
Psychic Enervation (Ex) Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, Sil’mukre may be overcome by the strain of his effort. The chance of Sil’mukre suffering a psychic enervation is equal to 80%.
If Sil’mukre is overcome by psychic enervation he is dazed until the end of his next turn and loses 15 power points.
Shielded Mind (Ex) Attempts by creatures of other races to communicate telepathically with Sil’mukre, or read his mind, always fail. A creature making such an attempt must succeed at a Will save (DC 17) or be affected as if by a confusion spell (CL 12th) for 1d6 days. This effect can be dispelled or removed worth a heal effect.
Spell Weaving (Ex) Spell weavers are infamous for their ability to cast more than one spell at a time. Casting a spell occupies a number of Sil’mukre’s arms equal to the spell’s level (max 6th). Sil’mukre can cast more than one spell simultaneously, as long as the sum of the spell levels is six or less.
Volatile Mind (Ex) Sil’mukre’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on Sil’mukre of 5th level or higher, the manifester of the power must pay 3 power points more than he otherwise would have spent.
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply wasted power points. Sil’mukre’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
As a standard action, Sil’mukre can choose to lower this effect for 1 round.
¹ D&D Expanded Psionics Handbook
² D&D Monster Manual II