Rhineglade (CL 19)
Male Aldari human
Wizard 15/ Rogue 4
CG Medium humanoid
Initiative: +8
Senses: Listen +8, Spot +8
Languages: Common, Draconic, Elven, Giant, Goblin, Orc

AC 23, touch 14, flat-footed 23
(+4 Dex, +5 armor, +4 natural)
HD 19 (99 hp)
Resist Electricity 10 (from elemental ring)
Fort: +12 Ref: +15 Will: +16 (-2 vs. earth magic)
Speed: 30 ft. (6 squares)

Melee: +2 ghost touch short sword +12/+7 (1d6+2, 19-20/x2)
Ranged: touch +14 (spell)
Base Attack: +10 Grp: +10
Atk Options: Sneak attack +2d6
Combat Gear: ring of freedom of movement, ring of air elemental command*, potion of neutralize poison, potion of cure serious wounds, scroll of continual flame, scroll of gaseous form, scroll of summon monster VI, scroll of passwall, wand of magic missiles (16 charges)
*= Rhineglade is unable to use the magic of the ring to charm air elementals since he is prohibited from using enchantment magic. However, he can still use the power of the ring to hold air elementals at bay and prevent them from attacking.

Spells Prepared (CL 15th) (Prohibited Schools: Enchantment and Necromancy)
8th- protection from spells, scintillating pattern
7th- greater teleport, prismatic spray (DC 22), quickened lightning bolt (DC 22, 10d6 electricity dmg)
6th- chain lightning (DC 21, 15d6 electricity dmg to primary target + strike up to 15 secondary targets within 30 ft for 7d6 electricity dmg), disintegrate (DC 21, 30d6 dmg) (ranged touch +14), shadow walk (DC 23)
5th- baleful polymorph (DC 20), break enchantment, cone of cold (DC 20; 15d6 cold dmg), dismissal (DC 35 minus creatures HD), persistant image (DC 22), quickened magic missile (5 missiles, 1d4+1 force dmg)
4th- greater invisibility, phantasmal killer (DC 21), rainbow pattern (DC 21), remove curse, scrying (DC 19), silent dispel magic
3rd- dispel magic, displacement, fireball (DC 18, 15d6 fire dmg), invisibility sphere, major image (DC 20), protection from energy (absorbs 120 points)
2nd- blur, detect thoughts (DC 17), Melf's acid arrow (ranged touch +14, 2d4 acid dmg first round + 2d4 each additional round for the next 5 rounds unless neutralized), mirror image (1d4+5 images), see invisibility
1st- color spray (DC 18), disguise self, mage armor, magic missile (5 missiles, 1d4+1 force dmg each), obscuring mist, protection from evil, shield
0- detect magic, ghost sound (DC 17), light, mage hand, read magic

Abilities: Str 11 Dex 19 Con 14 Int 20 Wis 13 Cha 15
SQ: evasion, familiar, scry on familiar, share spells, trapfinding, trap sense +1, uncanny dodge.
Feats: Alertness* (if familiar is within 5 ft.), Brew Potion, Celestial Familiar, Combat Casting, Craft Wand, Greater Spell Focus (illusion), Improved Iniative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (illusion), Spell Penetration, Weapon Finesse (short sword).
* Bonus to listen and spot have not been included in above statistics.
Skills: Balance +10, Bluff +15, Climb +14, Concentration +22, Craft (alchemy) +25, Decipher Script +9, Disable Device +19, Hide +11, Knowledge (arcana) +25, Listen +8, Move Silently +18, Open Lock +18, Search +19, Spellcraft +27, Spot +8.

Possessions: +2 ghost touch short sword, +5 bracers of armor, +4 amulet of natural armor, +3 cloak of resistance, wand of knock (39 charges), wand of darkvision (43 charges), spellbook, material spell components, combat gear listed above, masterwork thieves tools.

Spellbook: Contains all spells prepared, all 0-level spells plus 1st- alarm, disguise self, endure elements, hold portal, identify, jump, mount, shocking grasp, unseen servant; 2nd- bull's strength, continual flame, darkness, darkvision, fog cloud, haste, invisibility, knock, misdirection, obscure object, protection from arrows, pyrotechnics; 3rd- arcane sight, fly, gaseous form, greater magic weapon, nondetection, phantom steed, slow, summon monster III, water breathing; 4th- dimension door, dimensional anchor, fire trap, hallucinatory terrain, ice storm, polymorph, summon monster IV; 5th- contact other plane, fabricate, Mordenkainen's faithful hound, passwall, permanency, summon monster V, wall of stone; 6th- acid fog, globe of invulnerability, mass bull's strength, move earth, permanent image, planar binding, programmed image, stone to flesh, true seeing, veil; 7th- control weather, limited wish, plane shift, project image, spell turning, vision; 8th- mind blank, summon monster VIII, sunburst, temporal stasis

"Selene," Coure Eladrin, Celestial Familiar (CR - )
CG Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good)
Init: +7; Senses: darkvision 60 ft, low-light vision, Listen +7, Spot +7
Languages: Common, Celestial, empathic link


AC 23, touch 18, flat-footed 15
HD 19 (49 hp)
Immune electricity, petrification
Resist acid 10, cold 10; SR 20
Fort +8 (+12 against poison) Ref +15 Will +12

Speed 20 ft. (4 squares), fly 60 ft. (perfect)
Melee Tiny dagger +17 (1d2-2)
Space 2½ ft; Reach 0 ft.
Base Atk +10; Grp +0
Atk Options deliver touch spells
Spell-Like Abilities (CL 4th): At will- dancing lights, detect evil, detect magic, faerie fire; 3/day- magic missile, sleep (DC 13);

Abilities Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14
SQ alternate form (into incorporeal ball of light), eladrin subtype, magic circle against evil, tongues
Feats Weapon Finesse
Skills Concentration +21, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +7, Move Silently +16, Sense Motive +5, Spot +7, Survival +0 (+2 on other planes), Use Rope +7 (+9 bindings)
Improved Evasion (Ex) No damage on successful Reflex save and half damage if the save fails.
Alternate Form (Su): A coure can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal creature except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor and shields, but deflection bonuses and force effects still apply. In this form, a coure always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the coure sheds lights if it wishes in a radius up to 30 feet. Changing the amount of light it shed is a free action that the coure can perform once per round.
Magic Circle against Evil (Su): A coure is always surrounded by a magic circle against evil as cast by an 8th level sorcerer. Against evil opponents, the coure and any allies within 10 ft. of the coure, gain a +2 deflection bonus to AC and a +2 bonus on all saves.
Tongues (Su): All eladrins can speak with any creature that has a language as though using a tongues spell at 14th caster level. This ability is always active.

The mage Rhineglade is a powerful specialist spellcaster devoted to the art of illusions, deception and trickery. He is likewise a member of the famed Indigo Order and uses his powers to aid the cause of freedom everywhere. He appears as a handsome, middle age Aldari male standing just over 6 feet in height but with a thin build weighing about 165 pounds. He has dark brown hair, fading to gray, and light blue eyes. He was born 48 years ago in the northwestern provinces of the Kingdom of Pelinore.

Rhineglade is a jovial character who loves a good practical joke and possesses a laid back outlook to life. He is a skilled communicator and is often recruited by the Indigo Order, along with his comrade Magdalise the Red, to speak on behalf of the group using their high Charisma scores to full benefit. Rhineglade is an out-spoken wizard and is rarely afraid to speak his mind but tends to gather as much information about a subject before offering his advice or opinion.

A number of years ago, Rhineglade was adventuring on the Elemental Plane of Air when he came across, and rescued, a celestial eladrin who had been enslaved by a wicked djinn emir. The fae-like coure was so grateful that she offered her services and became bonded to Rhineglade as a familiar. She is rarely out of his company now having become somewhat smitten with her dashing rescurer and can often be seen flittering just over his shoulder. The wizard will often send the coure out in her light form to spy for the mage and report back to him anything of importance. The coure is also free-spirited with a mind of her own but generally will defer to her master in matters of magic.

Combat Rhineglade operates under a number of attack and defense strategies depending on the situation. Since his familiar is intelligent, he and Selene have worked out a number of basic combat schenarios where she will attempt to distract enemies while remaining out of range while Rhineglade attacks with his spells.

As a specialist illusionist, Rhineglade will attempt to defeat an opponent by confusing the enemy as much as possible. Evil outsiders will simply be targeted by a dismissal. Other evil creatures will be subject to more damaging magic such as a quickened lightning bolt or even a phantasmal killer.

At the start of larger or more drawn out battles, the mage will try to blanket himself and his familiar with as many defensive spells as possible always beginning with protection from energy followed by improved invisibility. Using his elemental ring, Rhineglade will activate the air walk ability in order to rise above the enemy while launching a number of frightening illusions. He will try to use spells that can be cast without revealing his hidden location such as a major image to create the effect of a heavily armed band of warriors coming in as reinforcements or perhaps a wild animal stampede. He also likes to use his scintillating pattern cast in the heart of the enemy formation in order to disorient them long enough for either escape or if aided by companions to gain an upper hand.

Particularly vile enemies will be targeted by a disintegrate and a prismatic spray. If the enemy is attempting to fire missile weapons from a distance, the mage will attempt to hurl a fireball followed by some chain lightning. Enemy commanders will be turned into mice with a baleful polymorph and if the enemy contains a number of spellcasters, Rhineglade will protect Selene and himself with his protection from spells.

If engaged in melee, Rhineglade will cast mirror image and perhaps raise a shield. He will then try to blast anyone who attempts to engage him with a cone of cold or Melf's acid arrow. The mage can use his magical sword if necessary often striking with a sneak attack but if it comes down to a physical fight, he will prefer to escape using either a greater teleport or a shadow walk sometimes covering up his tracks using an obscuring mist or rainbow pattern.

Legends of Hyerune © 2006