Appearance:
Gharis is a somewhat scatterbrained gnome with a surfeit of ideas and not enough time (or at times, sense) to carry them all out, and it usually shows. He dresses in a ratty grey old robe festooned with colorful patches (some of them more relevant than others), and mismatched boots that he wears because they are comfortable together. The outfit is topped off with an extremely sterotypical blue wizard's hat, with pointy end and a wide brim. Apple, Gharis' bat familiar, is usually found hanging off the brim.
Roleplaying/Mechanical Notes:
- I went wild with Gharis and his spells: lots and lots of utility. Illusions, battlefield control, divinations, and transportation, he pretty has all the full spellcaster bases covered. Collegiate Wizard is -such- a wonderful feat.
- The resident gnome has a plethora of spells at his fingertips, and sometimes has difficulty with the depth of his selection while studying. There are so many options

! He often asks his teammates for advice on what to prepare, which makes them nervous that the gnome with Disintegrate at his command doesn't know what he's doing.
- Arliss, being the one most familiar with Gharis, is probably the only one who trusts his competence the most from the onset. That being said, Arliss also tries to steer Gharis into selections most benefital to him.
- It should be said that despite his mild perpetual confusion, Gharis has focus where it counts. His ability at deceit can be surprising at times (especially when he gets a Serene Visage up).
Gharis
Gnome Transmuter 12
Small NG Humanoid (Gnome)
Init +1; Senses -1 Spot +4 Listen; +1 Spot +6 Listen w/ Familiar Alertness; Low light vision
Languages: Common, Gnome, Draconic, Abyssal, Celestial
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AC 12, Touch 12, Flat 11; Mage Armor AC16; Displacement 50% miss
hp 66 (12d4+36)
Fort +10, Ref +8, Will +10
+2 vs. Illsions,
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Speed 20' (2 squares) or Fly 60' Good (12 squares)
Ranged
Spell +8 (varies/x2)
BAB +6; Grp +1
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Skills:
+18 Concentraion, +28 Spellcraft, +21 Knowledge (Arcana), +21 Knowledge (The Planes)
+16 Knowledge (Religion), +11 Knowledge (History), +11 Knowledge (Architecture and Engineering)
+2 vs. Transmutation, -5 vs. Necromancy, Enchantment
Feats: Scribe Scroll, Collegiate Wizard, Spell Focus (Transmutation), Spell Focus (Illusion)
Skill Focus (Spellcraft), Empower Spell, Chain Spell, Extraordinary Spell Aim
Abilities:
STR 08 DEX 12 CON 16 INT 23 WIS 08 CHA 14
SQ: Spellcasting, Prohibited Schools (Necromancy, Enchantment), Familiar (Bat), Small
+2 vs. Illusions, +1 DC on Illusions, +4 dodge AC vs. giants, +2 Listen and Craft (Alchemy)
Spell-Like Abilities (CL1, Save DC 12):
1/day - Speak w/ Animals (Burrowing), Dancing Lights, Ghost Sound, Prestidigitation
Spellbook:
0th - All, except Necromancy and Enchantment
1st - Magic Missile, Mage Armor, Net of Shadows, Reduce Person, Silent Image, Color Spray, Alarm, Floating Disk, Nerveskitter*, Ventriloqiusm, Accelerated Movement*, Animate Rope, Feather Fall
2nd - Greater Alarm*, Earth Lock*, Baleful Transposition*, Scorching Ray, Darkness, Obscure Object, Blur, Mirror Image
3rd - Dispel Magic, Protection From Energy, Displacement, Haste, Slow, Major Image, Shrink Item, Greater Magic Weapon, Fly
4th - Wall of Fire, Orb of Force, Assay Spell Resistance*, Sensory Deprivation*, Energy Spheres*, Arcane Eye, Stoneskin, Evard's Black Tentacles
5th - Rary's Telepathic Bond, Mordenkainen's Private Sanctum, Baleful Polymorph, Passwall, Teleport, Prying Eyes, Contact Other Plane, Mordenkainen's Faithful Hound
6th - Mislead, Flesh to Stone, Disintegrate, Analyze Dweomer, Legend Lore, Illusory Pit*, Extract Water Elemental*
*Spells from Spell Compendium
Additional Spells
1st - Ebon Eyes*, Slide*, Dead End*, Serene Visage*, Identify
2nd - Rope Trick, Keen Edge, Levitate, Knock, Greater Slide*, See Invisibility, Delusions of Grandeur*
3rd - Shatterfloor*, Manyjaws*, Chain Missiles*, Dragonskin*, Arcane Sight, Clairaudience/voyance
4th - Corperal Instability*, Phantasmal Killer, Greater Invisibility, Dimensional Anchor
5th - Greater Blink*, Wall of Limbs*
6th - Wall of Gears*
* Spells from Spell Compendium
Typical Spells Prepared: 5|7/7/6/5/5/4/ (Save DC = 16 + Spell Level, DC 17 + Spell vs. Transmutation, DC 18 vs. Illusion)
0th - Detect Magic, Message, Arcane Mark, Read Magic, Light
1st - Silent Image, Slide, Mage Armor, Nerveskitter, Alarm, Magic Missile, Accelerated Movement
2nd - Earth Lock, Scorching Ray, Darkness, Rope Trick, See Invisibility, Delusions of Grandeur, Mirror Image
3rd - Shatterfloor, Displacement, Dispel Magic, Slow, Shrink Item, Greater Magic Weapon, Fly
4th - Sensory Deprivation, Wall of Fire, Energy Spheres, Evard's Black Tentacles, Phantasmal Killer
5th - Rary's Telepathic Bond, Baleful Polymorph, Greater Blink, Wall of Limbs, Passwall
6th - Disintegrate, Wall of Gears, Extract Water Elemental, Illusory Pit
Posessions:
16000 +4 Headband of Intellect
27200 Lesser Chaining Metamagic Rod [CA 146]
12500 Bocob's Blessed Book
10125 Additional Spells
9000 +3 Vest of Resistance
7000 Robe of Useful Items
1800 Dust of Appearance (for use with Launch Item
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
)
3405 Spell Pouch + all foci and material components
Pearl x2 (Identify MC, 200)
Crystal Bell (Greater Alarm focus, 100)
Diamon Chip imbedded in charoal x3 (Earth Lock MC, 150)
Diamond Dust doses x3 (Stoneskin MC, 750)
Incense x2 (Legend Lore MC, 500)
4 strips of ivory (Lenend Lore focus, 200)
Sapphire Lens set in golden hoop (Analyze Dweomer focus, 1500)
970 + Misc
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Apple, Bat Familiar 12 (named for the fondness of apples)
Diminutive N Magical Beast
hp 33 (12HD)
AC 22, Touch 14, Flat Footed 20; Shared Mage Armor AC 26
Fort +4, Ref +8, Will +10
Speed: 5' (1 square) Fly 40' (8 squares)
Abilities: Str 1, Dex 15, Con 10, Int 11, Wis 14, Cha 4
Skills: Concentration +15, Hide +14, Listen +8*, Knowledge (Arcana) +15, Knowledge (Architecture and Engineering) +5, Knowledge (History) +5, Knowledge (Religion) +10, Knowledge (The Planes) +15, Move Silently +6, Spellcraft +15, Spot +8*
*Includes a +4 racial bonus from Blindsight. Looses bonuses if Blindsight is negated.
Spcial Qualities:
Blindsense 20', Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak w/ Master, Speak w/ Animals of it's kind, SR 17
Common Tactics:
- Gharis favors battlefield control spells, seeing that other party members have much of the blasting part covered. With a little teamwork, the party should be extremely effective at picking their fights as they please.
- If there is time, Gharis likes to plunk some of his more lethal AoE spells, such as Wall of Gears or Illusory Pit at the edge of combat and modify them with Extraordinary Spell Aim so they don't affect the ally who happens to be in the thick of it. Best results come with something like Wall of Gears and Sir Raynarn tripping everyone who tries to run. With a Spellcraft of +28, he can modify 4th level spells with no chance of failure (I'm looking at you, Evard's Black Tentacles), and even his 6'th level spells will do something nasty with the very worst of luck. 6'th level spells suffer no failure if Apple is allowed to aid Gharis' attempts.
- Besides battlefield control, Gharis can eliminate singular opponents as threats very quickly if desired. If he faces a dire threat, he will cast Nerveskitter to get the highest initative possible, then fire the most appropiate spell available: usually Disintegrate.
- Gharis has experience working with Arliss, and has a number of spells for expedient looting available. Shrink Item turns furniture into much more manageable minitures, and Tenser's Floating Disk makes for tireless porters. Obscure Object protects the items found from being scried back to him (the Shadow Guild enjoys targeting magical items for compact wealth), Dead End can cut off his tracks, and Darkness is much less of a hinderance to Arliss than it is to most enemies. Accelerated Movement is also a great boon to Arliss. Future investments include Teleport Object and Leomund's Secret Chest.
- Gharis also is a highly competent buffer, and his Lesser Rod of Chaining Metamagic reduces the spell level burden. Common spells to share are GMW (Arliss appreciates this the most, but every weapon in the party's arsenal only has +1), Nerveskitter, (Greater) Slide, and Keen Edge. Of course, there are a number of less benefital spells which can be Chained... such as Dispel Magic and Delusions of Grandeur. Next level, and 7th level spells, are important for the Chained Corperal Instability and Orbs of Force...
- Gharis is also on the brink of entering the Archmage PrC.
Question: What happened to all the Raise Dead spells?
