User:Eleos/Sojan Nanthiz

Introduction
Sojan Nanthiz was created as a player character, or "PC" in the Living Greyhawk campaign setting of Dungeons and Dragons way back in 2000. Upon reaching 18th level, I decided to turn him over to the Verbobonc Triad, in effect making him a non-player character, or "NPC"

Sojan continues to appear on the Yahoo Talk Group for the Verbobonc town of Twilight Falls, where he resides as the town's mayor.

Description
Sojan is an attractive human male of Rhennee-Baklunish descent. He is a young man who exudes charisma, but also seems to have an air of maturity. He appears to be Rhennee to those who are not Rhennee, with his black hair, dusky skin and blue eyes, but Rhennee recognize that his blood is not true, owing to his Baklunish father. He weighs about 145 pounds, and his height of 5'8" and slightly more angular features betray his Baklunish blood. He wears grey robes and luxurious purple and magenta cloak.

Childhood
Sojan was born to a ‘Wise Woman’ to a Rhennee tribe of barge folk who ply their trade along the Ververdyva River. When Sojan reached puberty, he began to exhibit the gift of spontaneous spellcasting: sorcery. However, the Rhennee have a long tradition of training only their daughters along the path of sorcery; male sorcerers among full-blooded Rhennee are unheard of. Sojan’s height of 5'8", taller than average for the Rhennee, and his slightly more angular features had hinted at Baklunish blood in his veins; his sorcery proved it beyond a shadow of a doubt.

Sojan realized that he was an outsider among his people, and felt abandoned by his mother. Determined to prove himself, he set out at 16 to gain experience and expand his magical ability.

Early adventures
Even from the beginning, Sojan has attractive and persuasive. His arcane ability and natural charisma quickly helped him to make a name for himself in Verbobonc, and soon he was adventuring regularly, frequently invited on missions by fellow adventurers. He was asked by some such adventurers to join them in a campaign south of Verbobonc to Homlet to fight Elemental Evil that was encroaching on the Verbobonc border. Sojan declined, going home instead to attend the wedding of his sister, eager to show off his expanded abilities and newfound wealth.

Unfortunately, all of his fellows, save one, lost their lives in the campaign. The news. Had a profound effect on Sojan, and he began to question why fate had stepped in and allowed his to live while others died. Fate, apparently, had other plans for him

Follower of Zagyg
After a year of successful adventuring, he came upon a small, secret shrine to the god Zagyg. The Mad God gave Sojan a vision of other possibilities.

Zagyg, indeed, seemed to be shaping Sojan for things to come. Sojan moved to Twilight Falls, an abandoned village in Twilight Falls which was to be resettled under the auspices of Sojan’s good friend, Valorek Greymantle, coincidentally, the one person to survive the ill-fated trip to Homlet that Sojan had failed to join. Sojan brought with him his consort, Samaris, cleric and Contemplative of Zagyg, and his celestial snowy owl familiar, Witan, along with hundreds of followers. The town boomed, and all seemed to be well.

Mayoral Office
Within the first year, Lord Mayor Greymantle was lost in Highfolk, and Sojan was recently elected to be his replacement. Although he felt no leanings toward law, he did feel that he owed it to Valorek to keep the town running until the Lord Mayor returned, something Sojan felt certain would occur eventually. Years of adventuring with Valorek had taught him that much.

During this time, Sojan found that he could change fate, nudging it here and there to alter reality in his favor, for example, improving the chances of his spells doing full damage, or, in rare cases, saving the lives of his companions by making lethal blows simply not happen. This power increased until Sojan ascended to the form of an Outsider, at which time he literally had the ability to cause a person to die. At the same time, he discovered that his arcane aptitude extends beyond sorcery to bardic music as well.

Fall from grace
Sojan seemed to have it all. He saw his ascension to Outsider as the culmination of his being, and had built a huge, if bizarre, Cathedral to Zagyg in Twilight Falls to honor his deity in thanks for his blessings. Alas, this seemed no to be the end of the story for Sojan, for scant days had passed after his ascension before everything changed.

On the road, returning from Dyvers, Sojan woke to find that his silver skin and hair had returned to their mundane, if very handsome, former colors. His Fatespinner abilities were seriously curtailed; he could alter fate online in slight ways, and no longer had the power to Seal Fate. Returning home, Sojan was despondent to discover that Samaris, and, in fact, all of his hundreds of followers had abandoned him, leaving the tent city that had been dubbed ‘Nanthiz Field’ a trampled field of forgotten remnants behind his luxurious manor home.

Sojan’s immediate response was to rail against Zagyg, blaming the god for granting him his greatest desires, only to take them away. Sojan threatened to destroy the Cathedral, but Zagyg seemed to be unaffected, not deigning to reply to intervene. In the end, it was Sojan’s good friend, Andrell Nomahead, who showed Sojan how he had gained tremendous magical prowess in return for what he had lost.

Current events
Since then, Sojan had invested most of his time into running Twilight Falls and his new hobby of crafting magic items, feeling, perhaps, that his adventuring career will soon draw to a close.

Return of Samaris
Recently, Samaris, Contemplative of Zagyg, has returned to Sojan and Twilight Falls, bringing with her even more followers for Sojan. When last seen, she was pregnant. Nanthiz Field has been re-established behind Sojan's manor home.

Game statistics
Sojan Nanthiz: Male Human (Rhennee/Baklunish)

Sorcerer 10 / Fatespinner / 4 Archmage 4, CR 18.

Medium Humanoid (Human).

HD 18d4+18; hp 73.

Init +3; Spd 40 ft/x4.

AC 27 (+5 armor, +3 dex, +5 natural, +3 deflection, +1 misc), touch 17, flat-footed 24.

Base Atk/Grapple +9/+8.

Speed: 40 ft.

Face/Reach: 5ft. by 5 ft./5 ft.

Special Attacks: Spells, spell-like abilities.

Saves: Fort +11, Ref +13, Will +20.

Abilities: Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 10 (+0), Cha 28 (+9).

SR: 18

Fatespinner abilities
• Spin Fate (Ex): As a free action, Sojan can use up to a total of 4 points of spin per day to increase the save DC of a spell.

• Fickle Finger of Fate (Ex): 1/day as an immediate action, Sojan can force any other creature to which Sojan has line of sight to reroll a roll it has just made.

• Spin Destiny (Ex): Sojan can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. Sojan must apply the spin before making the roll.

• Deny Fate (Ex): 1/day, on the first occasion when Sojan must make a check to become stable when dying, the check automatically succeeds.

• Resist Fate (Ex): 1/day, Sojan can reroll one roll that he has just made.

Archmage abilities
¤ Mastery of Elements: Sojan can alter an arcane spell when cast to utilize a different element from the one it normally uses.

¤ Mastery of Shaping: Sojan can alter area and effect spells that use burst, cone, cylinder, emanation or spreads by creating spaces within the spell's area or effect that are not subject to the spell.

¤ Spell-Like Ability: Sojan can use one of Sojan’s arcane spell slots to permanently prepare one of Sojan’s arcane spells as a spell-like ability that can be used a twice number of times per day. Sojan has chosen this ability twice, once for the 8th level spell Ghostform, and once for the 9th level spell Shapechange.

Skills
Skills: Appraise +2, Balance +4, Bluff +18, Climb +0, Concentration +16, Diplomacy (+1 or +2 in region) +22, Disguise +13, Escape Artist +4, Forgery +2, Gather Information +14, Heal +1, Hide +4, Intimidate +13, Jump +0, Knowledge (Arcana) +17, Knowledge (Planes) +13, Listen +3, Move Silently +4, Perform (Wind Instruments) +13, Profession (Gambler) +6, Profession (Vintner) +2, Ride +4, Search +4, Sense Motive +1, Spellcraft +27, Spot +15, Survival +1, Swim +0, Use Rope +4.

Feats
Feats: Arcane Preparation, Create Wondrous Item, Empower Spell, Leadership, Quicken Spell, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Enchantment).

Spells
Sorcerer Spells Known: (9/5/5/4/4/4/3/3/2/1; base DC 19 + spell level; DC 20 + spell level for Evocation spells and Enchantment spells):

Cantrips

 * 1) Acid Splash
 * 2) Arcane Mark
 * 3) Detect Magic
 * 4) Disrupt Undead
 * 5) Mending
 * 6) Message
 * 7) Mage Hand
 * 8) Prestidigitation
 * 9) Read Magic

1st level spells

 * 1) Charm Person
 * 2) Enlarge Person
 * 3) Magic Missile
 * 4) Ray of Enfeeblement
 * 5) Shield

2nd level spells

 * 1) Bull's Strength
 * 2) False Life
 * 3) Invisibility
 * 4) Scorching Ray
 * 5) See Invisibility

3rd level spells

 * 1) Protection from Energy
 * 2) Fireball
 * 3) Fly
 * 4) Haste

4th level spells

 * 1) Charm Monster
 * 2) Invisibility, Greater
 * 3) Polymorph
 * 4) Unluck

5th level spells

 * 1) Baleful Polymorph
 * 2) Cone of Cold
 * 3) Dominate Person

6th level spells

 * 1) Antimagic Field
 * 2) Chain Lightning
 * 3) Dispel Magic, Greater

7th level spells

 * 1) Insanity
 * 2) Limited Wish
 * 3) Waves of Exhaustion

8th level spells

 * 1) Horrid Wilting
 * 2) Ghostform

9th level spells

 * 1) Shapechange

Sorcerer Spells Per Day
6/9/8/8/8/6/6/7/4/4. Sojan has permanently sacrificed 2 5th, 1 6th, and 1 8th level spell slots for his Archmage class abilities.

Prepared Spells
Through the use of the Arcane Preparation feat, Sojan generally prepares the following spells with metamagic feats:


 * Quickened Magic Missile
 * Quickened Haste
 * Empowered Fireball
 * Quickened Scorching Ray
 * Empowered Magic Missile
 * Empowered Cone of Cold
 * Quickened Fireball
 * Empowered Scorching Ray

Magical items worn

 * Cloak of Charisma (+6)
 * Amulet of Natural Armor, +5
 * Eyes of the Eagle
 * Robe of the Archmagi
 * Circlet of Persuasion
 * Ring of Protection, +3
 * Stone of Good Luck
 * Ring of Counterspells,
 * Ioun Stone (Dusty Rose Prism, +1 AC)
 * Ioun Stone (Orange Prism, +1 Caster Level)
 * Heward’s Handy Haversack
 * Gloves of Dexterity (+4)
 * Bag of Tricks (Tan)
 * Boots of Striding & Springing.

Magical items in haversack

 * Wand of Web (2)
 * Wand of Silent Image
 * Wand of Suggestion
 * Rod Acid Substitution, Lesser
 * Rod of Extend
 * Rod of Maximize, Lesser
 * Everfull Mug
 * Exploding Spike
 * Chime of Opening
 * Rope of Climbing
 * Medallion of the Waves
 * Amulet of Focus
 * Ring of Mind Shielding
 * Scarab Golembane
 * Tilism of the Rider
 * Ring of Alcanix
 * Medallion of Dis
 * Belt of Dwarvenkind
 * Scrolls:
 * Grease
 * Reduce Person
 * Comprehend Languages
 * Knock
 * Tongues
 * Detect Thoughts
 * Dimensional Anchor (7th).