Jefferie “Redshirt” Knobel (CR 10)
Jefferie Knobel grew up in the city-state of Caloric, the favored son of one of the city-state’s most powerful mercantile families. His life was full of pomp and ceremony and he lived a sheltered life until the age of 13 when Eddanar Westergard came to his family and insisted that they entrust the aasimar boy to him.
The Knobel Family initially rejected Eddanar’s claim that the boy was the reincarnated soul of a powerful cleric of Jalivier that lived nearly 300 years ago. Only when Jefferie began to manifest psionic abilities and have insightful dreams, regarding obscure lore of the Outer Planes, did they relent and allow the High Lightservant to take the boy with him to the Temple of the Burning Sun.
Jefferie’s life at the temple was anything but easy. Eddanar is a hard taskmaster that brooks no dissent and when Jefferie began having dreams about the Interloper God known as Apollo, in the distant future, as a member of the North Gods (married to a resurrected Hela), did the High Lightservant decided he didn’t want the young man around his other acolytes anymore.
Eddanar had learned that there were some difficulties occurring in Cauldron City, so he decided to dispose of the young “prophet” there; and if the boy died, due to some unforeseen incident, then all the better. Eddanar hadn’t met Argo Flameheart yet, but hoped that Jefferie would falter under the shadow of such a strong believer in Jalivier.
Jefferie, instead, has flourished under Argo’s leadership and is now the Minister of the Sun Sanctuary. He still has his dreams, but tends to keep them too himself. He is a masterful student of planar lore and is both charismatic and diplomatic.
hp 55 (10d8+10)
Male aasimar ³ cleric of Jalivier 6 / psychic warrior 4 ¹
LG Medium outsider (native)
Init +5; Senses Darkvision 60 ft.; Listen +7, Spot +7
Auras Good and law
Languages Celestial, Common, Elven
AC 23 (+1 Dex, +6 armor, +3 shield, +3 deflection), touch 14, flat-footed 22
Resist Acid 5, cold 5, and electricity 5
Fort +12, Ref +8, Will +13
Speed 20 feet (4 squares); base 30 ft.
Melee +2 shortspear +12 (1d6+4/x2) or
Melee +2 shortspear +12/+7 (1d6+4/x2) or
Ranged +1 light crossbow +9 (1d8+1/19-20/x2, 80 ft.) or
Ranged +1 light crossbow +9/+4 (1d8+1/19-20/x2, 80 ft.)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Special Actions Turn undead 6/day
Combat Gear Potion of cure serious wounds
Cleric Spells Prepared (CL 5th)
3rd (3+1/day) — create food and water, dispel magic, magic circle against evil *, wind wall.
2nd (4+1/day) — align weapon, cure moderate wounds *, resist energy, spiritual weapon, zone of truth.
1st (5+1/day) — command, detect evil, endure elements, protection from evil *, remove fear, sanctuary.
0th (5/day) — create water, detect poison, guidance, purify food and drink, virtue.
Domains Good and Healing (+1 to caster level for all good and healing spells) (* Domain spell)
Psychic Warrior Powers Known (ML 5th; 19 power points/day; max power level known – 2nd) ¹
2nd — body purification, thought shield
1st — astral traveler *, detect psionics, stomp, thicken skin
* Gained with the Expanded Knowledge feat
Abilities Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 20 (+5), Cha 16 (+3)
SA Daylight, divine spells, psionics
SQ Prophecy, turn undead
Feats Brew Potion, Expanded Knowledge ¹, Improved Initiative, Inquisitor ¹, Lightning Reflexes, Skill Focus (Diplomacy), Skill Focus [Knowledge (the planes)] [B], Weapon Focus (shortspear)
Skills Autohypnosis +12, Concentration +8, Craft (stonemasonry) +8, Diplomacy +12, Intimidate +3, Knowledge (psionics) +8, Knowledge (the planes) +10, Listen +7, Spellcraft +7, Spot +7, Survival +5 (+7 on other planes)
Possessions +2 shortspear, +1 breastplate, +1 heavy steel shield, +1 light crossbow w/20 bolts, boots of landing ¹, cleric’s vestments, cloak of resistance +2, gloves of object reading ¹, magic sleeping bag ², periapt of wisdom +2, ring of protection +3, silver holy symbol of Jalivier, and a belt pouch containing 62 gp.
— Extra Gear Two magical suits of banded mail (+2 enhancement), which originally belonged to the Necrocants, given to Jefferie by Arn Myddion. (Jefferie also received his magic ring from Arn, as well. The ring once belonged to the Necrocant named Oster Zandridge.)
Daylight (Sp) Jefferie can use daylight once per day as a 10th-level caster.
Prophecy (Su) Jefferie has prophetic dreams of the future, which acts just like the prophecy spell (see below). He can use this supernatural ability once per month. This is a bonus ability gained as a reincarnated soul of his past life.
Level Adjustment +1; ECL 11; Favored Class Paladin
¹ D&D Expanded Psionics Handbook
² D&D Miniatures Handbook
³ D&D Monster Manual
Level: Chr 7, Clr/Fvs 8, Time 8
Components: V, S, DF
Casting Time: 1 minute
Effect: See text
Saving Throw: None
Spell Resistance: No
When you cast prophecy you receive a vision in answer to a specific question concerning the future if a certain thing happens (“What will happen if Xuar succeeds in his plans?”) Prophecy generally reveals the goals of a creature but sometimes it instead reveals unforeseen consequences. Prophecies do not give advice; they give insight. (For instance, you cannot task how to stop something from occurring but you may gain clues from the vision as to what events happened to cause the events to pass.)
Prophecy gives relatively complete information concerning the central events concerned. (You might see the evil prince you’ve been battling as king, with the maiden whose virtue you’ve been defending locked in a tower as his queen and your party in chains, but you wouldn’t see the fate of your uninvolved father.)