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Mykos Kal-Myith, Desert Wanderer
By Mike Boozer

Mykos Kal-Myith, Homeseeker (Cleric 10/Thaumaturgist 5)

Mykos Kal-Myith: Male human cleric 10 of Thoth/thaumaturgist 5; CR 15; Medium humanoid; HD 10d8+10 plus 5d4+5; hp 72; Init +5; Spd 30 ft.; AC 13, touch 11, flat-footed 12; Base Atk +9; Grp +9; Atk +10 melee (1d6, masterwork quarterstaff); Full Atk +10/+5 melee (1d6, masterwork quarterstaff); SQ contingent conjuration, extended summoning, improved ally, planar cohort; AL N; SV Fort +10, Ref +6, Will +17; Str 10, Dex 13, Con 12, Int 14, Wis 20, Cha 12. Age 23, height 5 ft. 7 in., weight 140 lb.

Skills and Feats: Concentration +10, Decipher Script +4, Diplomacy +9, Gather Information +5, Knowledge (arcana) +12, Knowledge (architecture and engineering) +12, Knowledge (nobility and royalty) +15, Knowledge (religion) +13, Knowledge (the planes) +13, Search +4, Sense Motive +7, Spellcraft +14, Survival +7, Augment Summoning, Brew Potion, Combat Casting, Greater Spell Focus (conjuration), Improved Initiative, Investigator, Negotiator, Spell Focus (conjuration).

Contingent Conjuration: Mykos can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having Mykos cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs. The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted conditions are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether Mykos wants it to, although most conjurations can be dismissed normally. Mykos can have only one contingent conjuration active at a time.

Extended Summoning: All spells from the summoning subschool that Mykos casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don't change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell's level.

Improved Ally: Mykos is adept at convincing creatures from other planes to do his bidding. When he casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If his Diplomacy check adjusts the creature's attitude to helpful (see Influencing NPC Attitudes, page 72 of the Player's Handbook), the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. Mykos's improved ally class feature works only when the planar ally shares at least one aspect of alignment with him. Mykos can have only one such ally at a time, but he can bargain for tasks from other planar allies normally.

Planar Cohort: Mykos can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as Mykos continues to advance a cause important to the creature. To call a planar cohort, Mykos must cast the relevant spell, paying the experience point costs normally. It takes an offering of 1,000 gp times the Hit Dice of the creature to convince it to serve as a planar cohort, and the improved ally class feature can't be used to reduce or eliminate this cost. The planar cohort can't have more than 15 HD, and it must have an effective character level no higher than 13. Mykos can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally.

Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/5+1/3+1/2+1/1+1; save DC 15 + spell level or 17 + spell level for conjuration spells): 0 -- cure minor wounds, detect magic (2), detect poison, light, resistance; 1st -- cure light wounds, detect secret doors*, divine favor, doom, endure elements (2), entropic shield, sanctuary; 2nd -- cure moderate wounds, detect thoughts*, hold person, spiritual weapon (3), summon monster II; 3rd -- clairaudience/clairvoyance*, create food and water, daylight, magic vestment, remove disease, summon monster III ( 2); 4th -- dismissal, divination*, freedom of movement, greater magic weapon, lesser planar ally, neutralize poison; 5th -- flame strike, plane shift (2), summon monster V (2), true seeing*; 6th -- antimagic field*, heroes' feast, planar ally, symbol of persuasion; 7th -- ethereal jaunt, legend lore*, summon monster VII; 8th -- discern location*, greater planar ally.

*Domain spell. Deity: Thoth. Domains: Knowledge (cast divinations at +1 caster level, all Knowledge skills are class skills), Magic (spell completion or spell trigger activation items as 5th-level wizard).

Possessions: Masterwork quarterstaff, bracers of armor +2, cloak of resistance +1, traveler's outfit, boots of levitation, bag of holding (type 1), books from the library of Thoth, Daern's instant fortress, backpack, waterskin.

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