Thumedan, Guardian of the Silver Tree
Medium Human
21st Character Level
15th Wizard/2nd Archmage/3rd Lightning Savant/1st Psion
Hit Dice:
21d4 +42 (94 hit points)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 12 (+2 Dex)
Attacks: Staff of the Magi +8/+3/+8 melee; +5 dagger +15/+10
melee; Rod of Thunder and Lightning +13/+8 melee
Damage: Staff of the Magi 1d6+2; +5 dagger 1d4+5; Rod of
Thunder and Lightning 1d6+3
Face/Reach: 5
ft x 5ft/ 5 ft
Special
Attacks: High Arcana (Arcane Lightning); Spells; Psionics
Special Qualities: Scribe Scroll, Summon Familiar, High Arcana (Arcane
Reach), Immune to Magical Sleep, Elemental Transition, Lightning Resistance 5,
Lightning Focus +1, Lightning Penetration, Spell Resistance 23 (while holding Staff
of the Magi); cannot be flanked, never loses Dex bonus to AC when
flat-footed, darkvision 120 feet, and can see invisible and ethereal things
within 120 feet.
Saves: Fort +8, Ref +8, Will +21
Abilities:
Str 11 Dex 15, Con 14, Int 21, Wis 18, Cha 19
Skills: Alchemy +29, Concentration +27, Knowledge (Arcana) +29. Knowledge
(The Planes) +29, Scry +29, Spellcraft +31, Knowledge (Geography) +29, Ride +16
Feats: Craft Magic Arms and Armor; Skill Focus (Spellcraft), Energy
Substitution; Spell Focus (Evocation); Chain Spell; Spell Mastery; Maximize
Spell, Combat Casting; Quarterstaff Fighting; Spell Penetration; Spell Focus
(Alteration), Master Dorje
Climate/Terrain: Silvergate, The Happy Hunting Grounds
Organization:
Solitary
Challenge Rating: 21
Treasure: Triple Standard
Alignment: Lawful Good
Advancement: by
Character Level
Thumedan is the older brother of Madlawakanahgy the Druid. Thumedan was born in Nyandar in 1490 V, thirty years before the birth of his most well-known ally, King Grimhelm of Silvergate. He dresses in white robes, and was about 75 years old when he was killed by Yam ibn Saud in 7 VIII, and usually affected a long white beard.
He is a member of the original Guardians of the Silver Tree, and was the Guardians' primary source of arcane magic and lore.
Combat
Thumedan fights with spells first and foremost, although he is quite proficient with his Staff of the Magi or his magic dagger if the need for melee arises. He often uses his Energy Substitution feat to modify a spell that uses energy (acid, cold, fire, or sonic) to use electricity instead (Ex. he can change Ice Storm into an Electric Storm).
Spell Casting: He can cast four zero level, six 1st level, five 2nd level, five 3rd level, five 4th level, five 5th level, four 6th level, four 7th level, four 8th level, and four 9th level spells per day (all cast as if he were a 20th class level wizard). He has in his libraries and spell books all spells found in Player's Handbook and in Tome and Blood, both published by WotC.
Psionics: Thumedan is a first level shaper, and has 5 power points per day. He can manifest Trinket, Daze, Missive, and Psycholuminescence. His psionic combat modes are Empty Mind, Intellect Fortress, Mental Barrier, Mind Blast, and Mind Thrust. He has several dorjes available and are listed below among his Magic Items.
High Arcana (Su): As a second level Archmage, Thumedan has learned secret lore unknown to lesser wizards and sorcerers. Thumedan can channel arcane spell energy into arcane electricity, manifesting as a bolt of raw magical energy. This bolt is a ranged touch attack with long range (480 feet) and deals 1d6 points of damage per level of archmage plus 1d6 points of damage per level of the spell channeled to create the effect. Therefore, if Thumedan channels a seventh level spell into arcane electricity, then it does 9d6 points of damage if it hits. Further, Thumedan has arcane reach, and can use touch spells on targets up to 30 feet away. If the spell requires a touch attack, Thumedan has to make a ranged touch attack.
Spell Mastery (Ex): Thumedan is so familiar with five spells that he can prepare those spells without referring to a spellbook. These spells are: Lightning Bolt, Disintegrate, Shape Change, Chain Lightning, and Electric Orb.
Elemental Transition: As a Lightning Savant, Thumedan is so familiar with lightning, that he can turn lightning spells into fire, cold, water, or sonic attacks. He cannot change lightning into acid or earth spells, however. He is also immune to magical sleep effects.
Lightning Resistance (Ex): Thumedan is fairly resistant to lightning, with a 5 resistance.
Lightning Focus (Ex): Thumedan has learned to better manipulate lightning, so the save DC for any spell using that type of energy (including spells he has changed using the Energy Substitution feat) increases +1. This stacks with his Spell Focus feats, so a Lightning Bolt (a lightning energy spell of the evocation school) has a +3 increase to the save DC (in Thumedan's case, the total save DC for Lightning Bolt is 21).
Lightning Penetration (Ex): Thumedan has further refined his ability to wield electricity. When he casts a spell using electricity, he gains a +1 competence modifier on caster level checks (1d20+caster level) to beat a creature's spell resistance. This increase stacks with the bonus granted by Thumedan's Spell Penetration feat, giving Thumedan a total of a +3 bonus to beat resistance when casting electricity spells.
Magic Items
Staff of the Magi (42 charges; spell resistance 23, spell absorption, retributive strike, +2 weapon, 0 charge powers [detect magic, enlarge, hold portal, light, mage armor, mage hand]; 1 charge powers [dispel magic, fireball (10d6 points of damage, DC 13), ice storm, invisibility, knock, lightning bolt (10d6 damage, DC 13), passwall, pyrotechnics, wall of fire, web]; 2 charge powers [monster summoning IX, plane shift, telekinesis (400 lbs maximum weight), whirlwind]).
Bag of Tricks (Tan)
Book of Infinite Spells
Thumedan's Harmonica (Immunity to Electricity while playing, Cure Light Wounds while playing, Dispel Magic while playing)
Wand of Lightning Bolts (50 charges, AC 7, 5 hitpoints, hardness 5, break DC 16, 10th level caster)
Ring of Spell Turning
Ring of Spell Storing (Confuse, Dimension Door, Dig, Ice Storm)
Gem of Read Magic
Necklace of Insect Warding
Hat of Telepathy and ESP
Well of Many Worlds
Crystal Ball
Everfull Purse
Brazier of Commanding Fire Elementals
Robe of Eyes (He can see in all directions at the same time, and gains darkvision (120 foot range), and can see all forms of invisible or ethereal objects within 120 feet. Thumedan gains a +15 circumstance bonus to Search and Spot checks, and Thumedan retains his Dex bonus to AC even when flat-footed, and cannot be flanked. However, Thumedan cannot avert his eyes from or close his eyes to a creature with a gaze attack.)
Cube of Force
Bowl of Watery Death
Folding Boat
Quaal's Feather Token (Fan)
The Tome of Golems (written by Zaius Rathe)
Ring of Psionic Reflection (Thumedan cannot use psionics while this is worn)
Potion of Strength
Potion of Mage Armor
Potion of Healing
Potion of Cure Moderate Wounds
Potion of Remove Poison
Potion of Cure Disease
Potion of Raising the Dead
Oil of Slipperiness
Book of Thoth
Rod of Thunder and Lightning (9 charges left, acts as a +2 light mace when used as a weapon. Once per day it acts as a +3 light mace and impacts with the sound of Thunder, stunning the victim (Fort save vs DC 13 to negate). Activating the Thunder power is a free action. Once per day a spark of electricity can leap forth when the Rod strikes an opponent, dealing +2d6 damage of bonus electricity damage. Even when the Rod might not score a normal hit in combat, if the roll was good enough to count as a successful touch attack, then the bonus +2d6 bonus electrical damage still applies. This power is activated as a free action. Once per day, as a standard action, the rod can create a Thunderclap of deafening noise, just as a shout spell (DC 14, 2d6 points of sonic damage, target deafened for 2d6 rounds). Once per day, as a standard action, a 5 foot wide Lightning Bolt (9d6 points of damage, DC 14) can blast from the Rod to a range of 200 feet. Once per week as a standard action, the Rod can combine the Thunderclap described above with a forked Lightning Bolt. This is effective to a range of 10 feet around the bolt, and a single Reflex save (DC 14) applies to both effects, halving damage.
+1 Dart of the Hornet's Nest
Dorje of Telekinesis (40 uses left)
Dorje of Natural Armor (32 uses left)
Dorje of Dimension Door (50 uses left)
Dorje of Body Adjustment (21 uses left)
Power Stone (Time Regression, Apopsi, Genesis, and Astral Construct IX)
Power Stone (Teleport x3, Trace Teleport x3)
Crystal of the Ebon Flame
Recorder of Ye'Cind.
The Gods of Inzeladun | Artwork of Inzeladun | The World of Inzeladun | About Vincent N. Darlage | Short Stories of Inzeladun | Inzeladun Updates | Inzeladun Links | Secret Lore of Inzeladun | Maps of Inzeladun | Legends of Inzeladun | New Rules of Inzeladun | Weapons of Inzeladun | Months of Inzeladun | Monsters of Inzeladun | Realms of Inzeladun | Relics of Inzeladun | Silvergate
Trademarks and copyrights are cited on this page without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. AD&D is a trademark of TSR; reach TSR's parent company at Wizards of the Coast, Inc.©. All copyrights are acknowledged and remain the property of the owners. "Inzeladun" and related characters © 1984, 2000 Vincent N. Darlage. All rights reserved by their respective owners. This page is for entertainment only.