Jumper 18th-level Specialist Illusionist

AC -7 or -9 (bracers of defense AC2, ring of protection +5, boots of speed MV 12 or better (boots of speed) + special (wings of flying hp 47; THACO 15; #AT 1; Dmg 1d6+3 or better (staff of striking, 15 charges Str 10, Dex 18, Con 15, Int 19, Wis 18, Cha 15; AL CE (CN). Spells (wizard): 6 each of 1st- through 5th-level, 4 6th-level, 47th-level, 3 8th-level, 2 9th-level (note: at least one spell from each level must be an Illusion/Phantasm spell).

Jumper appears to be fearlessly insane. He grins and babbles, skips and leaps, and laughs out loud to himself. But this is but a ruse, as he is exceptionally intelligent and wise too.

Jumper is a consummate master of illusion. His mastery is so pronounced that he is immune to all 1st and 2nd level illusion/phantasm spells, and saves at +3 against all spells of this school. He gets a saving throw where none is normally allowed and is wholly immune to magically-induced insanity of any kind and to the magic jar spell. Jumper is also allowed to use spells from the Chaos sphere of priest spells (see Tome of Magic) as wizard spells of the same level. Finally, casting time for all Illusion/Phantasm spells cast by Jumper is reduced by one segment to a minimum of 1.

Jumper currently allies with Null, because he knows he can outwit the Archmage, whereas Kermin rather worries him. Jumper does not fear for his position, since his skills are unique and his shadow monsters, shadow magic and weird spells proved extremely effective in the wars. The latter are a specialty, and all saving throws against the effects of a weird cast by Jumper are made at a -1 penalty cumulative with any others. Jumper has a unique eighth-level Phantom Bridge spell which permits him to create a semi-real highway of 18 miles length along which up to 100 creatures can travel at 1 mile per turn. This proved very useful in troop movements, as can be imagined.

Jumper's rooms in the Boneheart Citadel are a chaotic shambles. Magical items of real value can be found in piles of cushions, half-eaten food, paintings and clothes, but Jumper knows where everything is, of course. He favors chaos in his magical items generally and thus has a bag of tricks, a bag of beans and a wand of wonder (38 charges) among his many items. Jumper may leave an item such as incense of obsession or a chime of hunger as a magical trap for his foes. Jumper also possesses a ring of blinking with feather falling as a secondary function, a luckstone, and wands of illusion (fully charged) and paralyzation (51 charges). He loves flying and owns wings of flying and a 2-person carpet of flying. His protections include a necklace of adaptation and an amulet of free action. Finally, Jumper has a unique set of Nolzur's marvelous pigments. Each of the 7 remaining applications can be used to paint a scene which can then be commanded to create a programmed illusion, generate an improved phantasmal force or bring forth demi-shadow monsters at 18th level of magic use.

Jumper is the commander of the Legions of the Deranged, and has been appointed ruler of the Barren Plains and the Bluff Hills in a rare moment of humor on Iuz's part. Jumper delights in this and announces all kinds of wild schemes for turning the hills into a gigantic lake, the plains into a huge monster park, and other such insane plans.

Jumper is a wild card and appears to be a crazy lunatic. In truth, he is exceptionally dangerous because of his outstanding combination of intelligence and wisdom. He just likes dealing with problems, including his enemies, with a certain style and panache.


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