Book of Eldritch Might III - The Nexus - 3.5e

Page 46

Chapter Four: Vabrin’s Forge

2 +1 longswords); Space/Reach 10 feet/10 feet; SA Spells; SQ Low-light vision, superior two-weapon fighting; AL CN; SV Fort +13, Ref +6, Will +11; Str 23, Dex 9, Con 15, Int 18, Wis 10, Cha 19 Skills and Feats: Concentration +18, Craft (alchemy) +20, Craft (glassblowing) +20, Craft (leatherworking) +20, Craft (metalworking) +21, Craft (stoneworking) +20, Knowledge (arcana) +24, Listen +11, Search +10, Spellcraft +23, Spot +11; Craft Magical Arms and Armor, Craft Wondrous Item, Forge Ring, Fuse with Item†, Implant Gambit†, Improved Initiative, Life to the Inanimate†. Spell-Like Abilities: Vabrin has fused with a brooch of shielding with 89 points left. Possessions: +2 headband of intellect, +2 scarf of charisma (counts as cloak), two +1 longswords, Leatherstrong Spells Known (6/7/7/7/6/6/4/; save DC 14 + spell level): 0—dancing lights, detect magic, flare, ghost sound, mage hand, mending, ray of frost, read magic, resistance; 1st—grease, mage armor, magic missile, true strike, unseen servant; 2nd–bull’s strength, cat’s grace, detect thoughts, resist energy, shield; 3rd–dispel magic, invisibility, lightning bolt, nondetection, suggestion; 4th—charm monster, haste, fly, soul burst‡‡; 5th—fabricate, passwall, wall of stone; 6th—disintegrate, globe of invulnerability Note: Vabrin was built using the variant sorcerer class presented in Chapter One. Leatherstrong, intelligent belt, 5th level: hp 19; Communication: Speech; Perception: Sight and Hearing; AL N; SV Fort +0, Ref +0, Will +4; Str —, Dex —, Con —, Int 12, Wis 10, Cha 9 Skills and Feats: Diplomacy +5, Knowledge (history) +7, Listen +6, Spot +6; Extend Ability (endurance), Toughen Spell-Like Abilities: 1/day—detect magic, mending, cure light wounds, mage armor, endurance Price: 26,500 gp

Feats Vabrin’s talent with items has allowed him to develop three interesting new feats.

Fuse With Item [Eldritch] Using your skill with magic, you absorb a magic item into your body, taking on its essence and powers. Prerequisite: Charisma 19, caster level 10th Benefit: You can absorb a magic item and make its powers inherent within you. You cannot fuse with magic weapons or armor, nor can you fuse with potions or scrolls. You can fuse with any other item. Activating or using an item that’s fused with you works the same as for a normal item. A fused wand of wall of ice allows you to cast

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