Colorrn: Male sun elf Cleric 3 of Deneir/Wizard 3/Mystic Theurge 4/Thaumaturgist 4; CR 14; Medium humanoid; HD 3d6 plus 3d4 plus 4d4 plus 4d4; hp 40; Init +2; Spd 30 ft.; AC 15, touch 15, flat-footed 13; Base Attack +7; Grp +7; Atk +8 melee (1d6/18-20, masterwork rapier) or +9 ranged (1d8/[TS]3, longbow); Full Atk +8/+3 melee (1d6/18-20, masterwork rapier) or +9/+4 ranged (1d8/[TS]3, longbow); SA turn undead (3/day, +2 on turning check); SQ contingent conjuration, sun elf traits, extended summoning, improved ally, low-light vision; AL NG; SV Fort +6, Ref +6, Will +17; Str 10, Dex 15, Con 10, Int 17, Wis 17, Cha 11.
Skills and Feats: Concentration +10, Decipher Script +10, Diplomacy +17, Knowledge (arcana) +11, Knowledge (religion) +11, Knowledge (the planes) +13, Listen +5, Search +5, Sense Motive +7, Spellcraft +26, Spot +5; Augment Summoning, Empower Spell, Eschew Materials, Extend Spell, Martial Weapon Proficiency (composite longbow), Martial Weapon Proficiency (composite shortbow), Martial Weapon Proficiency (longbow), Martial Weapon Proficiency (longsword), Martial Weapon Proficiency (rapier), Martial Weapon Proficiency (shortbow), Point Blank Shot, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration.
Contingent Conjuration: Colorrn can prepare a summoning or calling spell ahead of time to be triggered by some other event. This ability functions as described for the contingency spell, including the fact that Colorrn must 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 condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether Colorrn wants it to, although most conjurations can be dismissed normally. Colorrn can have only one contingent conjuration active at a time.
Extended Summoning: All spells from the summoning subschool that Colorrn casts have double their normal duration, 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: When Colorrn 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 Colorrn's Diplomacy check adjusts the creature's attitude to helpful (see Influencing NPC Attitudes, Chapter 4 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. Colorrn's improved ally class feature works only when the planar ally shares at least one aspect of alignment with him. Colorrn can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.
Sun Elf Traits: Colorrn is immune to magic sleep spells and effects. He is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. He has a +2 racial bonus on saves against enchantment spells or effects and a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
Languages: Elven, Common, Auran, Celestial, Illuskan, Chondathan, Infernal.
Cleric Spells Prepared (6/6+1/5+1/5+1/3+1/2+1/1+1; save DC 13 + spell level, or 14 + spell level for divination spells): 0 -- detect magic (2), guidance, light, resistance, virtue; 1st -- command, comprehend languages, divine favor, inflict light wounds, obscuring mist, sanctuary*, shield of faith; 2nd -- bear's endurance, calm emotions, cat's grace, detect thoughts*, hold person, zone of truth; 3rd -- dispel magic, extended summon monster II, magic vestment, protection from energy*, searing light, summon monster III; 4th -- freedom of movement, greater magic weapon, imbue with spell ability, spell immunity*; 5th -- empowered summon monster III, plane shift, spell resistance*; 6th -- antimagic field*, empowered summon monster IV.
*Domain spell. Deity: Deneir. Domains: Knowledge (add all Knowledge skills to list of cleric class skills; casts divination spells at +1 caster level), Protection (generates protective ward as a supernatural ability; as a standard action, grant someone touched a resistance bonus equal to cleric level on touched subject’s next saving throw; protective ward is an abjuration effect with a duration of 1 hour that is usable once per day).
Wizard Spells Prepared (4/5/4/3/1; save DC 13 + spell level, or 14 + spell level for conjuration spells): 0 -- acid splash, mage hand, ray of frost, read magic; 1st -- endure elements, feather fall, grease, mage armor, summon monster I; 2nd -- glitterdust, invisibility, Melf's acid arrow, scorching ray; 3rd -- blacklight**, flashburst**, stinking cloud; 4th -- thunderlance**.
Spellbook: 0 -- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st -- color spray, endure elements, expeditious retreat, feather fall, grease, jump, mage armor, shield, summon monster I; 2nd -- darkness, false life, fox's cunning, glitterdust, invisibility, Melf's acid arrow, mirror image, owl's wisdom, scorching ray, see invisibility, spectral hand, spider climb, 3rd -- blacklight**, dispel magic, flashburst**, fly, greater magic weapon, lightning bolt, slow, stinking cloud, summon monster III, tongues; 4th -- dimension door, greater invisibility, polymorph, Rary's mnemonic enhancer, summon monster IV, thunderlance**.
** Spell from Forgotten Realms Campaign Setting.
Possessions: Masterwork rapier, longbow, 25 arrows, ring of evasion, ring of protection +3, divine scroll of gate seal**.
As a sun elf among humans, Colorrn feels as out of place here as anywhere else. But, he really likes the privacy of his current position. He reads the books in the secret library to pass the time and can discuss many of them with scholars that visit the area. With these visitors he is pleasant but aloof, reinforcing the idea that he'd rather be left alone. He does not really miss the company of elves either, though when he does leave the library he visits with some sun elves in Waterdeep. He is a meticulous protector of the books and maps, and he will give his life if need be to protect them. This is really the only agreement he takes seriously.