Groll the Wizard, Cohort of Grindill
Medium male Outsider

10th Chronomancer/10th Guardian of Time/10th Fate Spinner

Hit Dice: 30d4 +120 (195 hit points)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 27 (+4 Dex, +10 Natural, +3 Deflection)
Attacks: Staff of the Magi +18/+13 melee or +3 Dagger +21/+16 melee
Damage: Staff of the Magi 1d8+3 or +3 Dagger 1d4+6
Face/Reach: 5 x 5 ft/ 5 ft.
Special Attacks:
Spells
Special Qualities: Scribe Scroll, Summon Familiar, See Anachronism, sever lifeline, spell advancement, DC +5, Chronomancy Reflection, Detect Chronomancer, Historical Sense, Reincarnation, Sense Alternity, Remembrance, Advanced Historical Sense, Summon Time Elemental, Ignore Chronomancy, Spin Fate, Fickle Finger of Fate, As Fate would have it, Spin Destiny, Deny Fate, Luck to the Wind, Seal Fate, Favored One, SR 40
Saves: Fort +20, Ref +20, Will +25
Abilities: Str 16, Dex 18, Con 18, Int 18 (28), Wis 16, Cha 18
Skills: Alchemy +27 (32), Concentration +37  (42),  Gather Information +14, Knowledge (Arcana) +37  (42), Knowledge (Continuum) +37  (42), Knowledge (History) +37  (42), Scry +37  (42), Spellcraft +37 (42)
Feats: Improved Initiative, Oracle, Chronomancer, Combat Casting, Combat Reflexes, Quicken Spell, Persistent Spell, Quick Draw, Automatic Quicken (Epic), Epic Spellcasting, Ritual Focus, Spell Opportunity (Epic), Maximize Spell, True Sight

Climate/Terrain: Citadel of Time
Organization: Solitary
Challenge Rating: 30
Treasure: Staff of the Magi, Amulet of Epic Natural Armor +10, Headband of Epic Intellect +10, Mantle of Epic Spell Resistance (grants SR 40), Cloak of Resistance +5, Ring of Protection +3, Ring of Wizardry IV, Rod of Wonder, Rod of Negation, Rod of Thunder and Lightning, Carpet of Flying, Brooch of Shielding (80 pts of magic missile absorption), Brazier of Commanding Fire Elementals, Crystal Ball (with detect thoughts), Book of Infinite Spells, Medallion of Thoughts
Alignment: Neutral
Advancement: By Character Class

Chronomancy in Inzeladun was discovered by Grindill and Groll in the Fourth Age.  Groll chose to specialize in the new magic while his master, Grindill, went on to other things.  As Groll took on new apprentices, the need for someone to watch the activities of the chronomancers became apparent.  He took on the title 'Guardian of Time'.  As other chronomancers grew in power and proved their responsible handling of their powers, Groll added them to the new Order.

The world is an illusion to Groll, and he knows the world is a lie that he is forced to swallow every day of his existence, for living creatures create time, a perception that events occur in an order.  He knows about the power of paradox, the force of will that holds the world together, a force that grows from the belief of all living things.  Groll believes he can outstrip the power of paradox, that he can grow more powerful than the combined belief of all living things.  With Grindill at his side, Groll may well be able to achieve his deepest and darkest wishes...

Groll has excelled in this dark corner of magic, a mystery in which few dare to wander.  He has opened the door to a vast, chaotic world and allowed its power to flow into his soul, and he refused to turn back from its corrupting influence, allowing his mind to be pushed beyond the limits of sanity.

Combat
He fights mostly with spells (cast as a 26th level Chronomancer) or his staff of the magi.

Spells Prepared:
            0 level:
Moment, Open/Close, Read Magic, Detect Magic
            1st level:
Delay Image, Detect Temporal Anomaly, Precognitive Sense, Comprehend Languages, Charm Person, Awaiting
            2nd level: Life Sounding, Time Slip (x3), Contingent Action, Switch Fate
            3rd level: Bliss, Melee Manager, Minor Paradox, Time Snare, Displacement, Dispel Magic
            4th level (all x2): Prophecy, Temporal Push, Temporal Disjunction, Aging Stroke, Polymorph Self, Polymorph Other
            5th level: Cone of Cold, Temporal Wall, Branard's Future Dispatcher, Contact Other Plane, Prying Eyes
            6th level: Magic Manager, Legend Lore, True Seeing, Mislead, Chain Lightning
            7th level: Temporal Eye, Branard's Future Banishment, Teleport Without Error (x2), Limited Wish
            8th level: Accelerate Lifeline, Time Reaver, Time Stop, 20 Minutes
            9th level: Wish, Temporal Abstraction, Meteor Swarm, Branard's Future Imprisonment

Epic Spells: Contingent Resurrection, Dreamscape, Ruin, Epic Mage Armor

Summon Familiar: See the Sorcerer description. 

Time Sense: The Chronomancer may make a Wisdom check (DC 5) to know the time of day precisely.  (DC 10 if on a world where time flows differently than his homeworld).  On a check, DC 10, he knows how much faster or slower time travels in his current locale.  The DC increases by 1 for every 24 hour period that passes that the chronomancers is without a verifiable time source.

See Anachronism: The Time Lord can see things that are out of their time period - even if disguised by magic - or are under some chronomantic influence.  This power is constant.

Sever Lifeline: As per the spell in "Chronomancer" with the same effects.  Time Lords can do this far earlier than other chronomancers.  Time Lords often need to cross their own trails.

Spell Advancement: Guardians of Time advance in spells as if they had moved up one level in Chronomancer.

DC +5: The Difficulty Class of any chronomancy spell cast by a time lord increases as he moves up in levels and becomes more and more in tune with Temporal Prime.

Chronomancy Reflection: Any targeted chronomancy spell can be reflected back at the caster if the Guardian of Time makes a successful save.  The Guardian of Time gains a save even against chronomancy spells that otherwise do not get a save.  The DC of any reflected spell is +2.

Detect Chronomancer: The Time Lord can sense another chronomancer much like a Paladin can detect evil.  Range and other information are identical to the paladin ability.

Historical Sense: A Chronomancer can touch a lifeline and know the basic history of the person.  Any questions regarding the person whose life line was touched would be answered at a DC of 10, modified by intelligence.  This knowledge lasts until another lifeline is touched for its historical sense.

Reincarnation: The Time Lord becomes touched by the Maelstrom where the headquarters are located (see "Chronomancer").  This touching adds an alien quality to the Time Lord.  He can reincarnate 12 times.   This reincarnation is usually done upon death, but can sometimes be done at will ~ DC 40.  Time Lords cannot choose their appearance, unless they take the Reincarnation Feat (which will be detailed later).  Time Lords who reincarnate keep their levels and classes, but they may choose new feats and may redistribute their skills as different parts of their mind is accessed.  Personality also changes.

Sense Alternity: The Guardian of Time knows when he is in an alternate or changed time line.  He may or may not know what the change was, but he will know something changed.  A wisdom check at DC 25 determines if the Time Lord knows what the change was.

Remembrance: The Guardian of Time sometimes needs outside help to set things right.  He has the power to cause a group a people to remember the "true" timeline if time was altered.  He can affect one person per Guardian level per day.

Advanced Historical Sense: The Guardian of Time, by concentrating on a person or place for a full round, can gain an understanding of the historical significance of that person or place.  Any questions regarding this information can be answered with a DC of 10, modified by intelligence.  The knowledge lasts until another person or place is concentrated on.

Summon Time Elemental: The Guardian of Time can summon and control a Time Elemental once per day for one hour (relatively speaking).

Ignore Chronomancy: The tenth level Guardian of Time has such a mastery over chronomancy that he may ignore any chronomantic effect he desires.  This is at will and at his discretion and functions even if he is asleep, unconscious, or otherwise incapacitated.  Basically, if the Time Lord does not WANT to be affected, he will not be affected.

Spin Fate (Ex): Groll can adjust the probability of certain events  He can choose to subtract 2 from a spell's save DC (making it easier to resist), storing those two points as spell karma.  Each time Groll adjusts a spell, he accumulates another 2 points of spin.   At any one time, Groll can store 30 points of spin.   He can use these points to boost the DC of other spells, spending up to 3 points on any one spell.

Deny Fate (Ex): Groll may reroll any two rolls per day that he has just made.  He must accept the reroll.

Fickle Finger of Fate (Ex): Groll can affect the luck of others.  Once per day he may reroll one roll that another creature, friend or foe, has just made, and that creature must accept his roll.

As Fate Would Have It:  Fate conspired with circumstances so that Groll could learn a bonus Metamagic feat.

Spin Destiny (Ex): Groll can add spin to boost any skill check, attack rolls, or saving throws.  He can add up to 30 points to any roll, if he has that much stored.

Luck to the Wind (Ex): Groll can appease chance by casting his spells so that the save DC's are 1d20+spell level + intelligence modifier (instead of 10 + spell level + int modifier).  He can modify this with stored spin.

Seal Fate (Sp): Groll can meddle in matters literally of life and death.  Once per day, he can attempt to seal the fate of one other critter. As a standard action, Groll selects a Large or smaller critter he can see within 100 feet and speaks the words, "Your fate is sealed."  The target must make a successful Fort save (DC 20) or die.  Even if the save is successful, the target takes 3d6+13 points of damage.  Groll can add spin to increase the Fortitude save DC, to increase the damage, or both.

"Inzeladun", its history, and  related characters © 1984, 2000 Vincent N. Darlage. All rights reserved.