The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/character/15302.aspx

Jerab Gniess, the Crystal King

by Kipper Snifferdoo


Male Civilized Human Mystic of Mentalism 6/Righteous Zealot 7: CR 13
Strength10 Fortitude+8 Armor Class13
Dexterity13 Reflex+5 Flat-footed AC12
Constitution12 Will+12 Touch AC13
Intelligence18 AlignmentLN Base Attack+7/+2
Wisdom15 Speed30 Melee Attack+7/+2
Charisma16 Initiative+5 Ranged Attack+8/+3
Hit Points77 SizeMedium

Special:

Gather Followers: Jerab has a Leadership score of 18 with an 11th level cohort and a number of loyal followers 35 of 1st level, 3 of 2nd level, 1 of 3rd level and 1 of 4th level.

Oration: Seven times a day Jerab may use Oration to sway others. He may choose from Enthralling Discourse, Compelling Argument and Condemning Tirade.

Enthralling Discourse (Sp): Jareb may compel groups of people to listen to his words and stand enthralled for up to 14 rounds while he speaks and concentrates. Jareb makes a Diplomacy check and listeners are allowed to attempt a Will save greater than Jarebs check. If the saving throw fails the listener is affected as if by an _enthrall_ spell for the duration.

Compelling Argument (Sp): Jareb may convince a single _enthralled_ individual of the truth of his words. This acts the same as a _suggestion_ spell. A Will save (DC 20) can negate the affect. This ability does not count against the seven uses per day.

Condemning Tirade (Sp): Jareb can unleash a torrent of angry insults raising an opponent's doubts about their abilities. The opponent is allowed a Will save (DC 20) or become shaken (suffering a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws) for 70 minutes.

Righteous Indignation (Sp): Three times a day Jerab may add his charisma modifier to any selected saving throw.

Resist Enchantment (Sp): Jerab gains a +3 bonus versus Enchantment spells and effects.

Skills:

Appraise +11, Concentration +13, Diplomacy: +26, Gather Information +9, Heal +12, Intimidate +7, Knowledge (nature) +12, Listen +4, Perform (storytelling) +10, Sense Motive +17, Search +6, Spot +4, Survival +9

Feats:

Alertness, Improved Initiative, Leadership, Negotiator, Persuasive, Self-sufficient.

Languages

Common, Khalkist Regional, Dwarven, Ogre, Solamnic, Nerakan.

Spells

Mystic Domain: Mentalism (found in DLCS)

Typical Mystic Spells Known: (6/6/5/3); base DC = 12 + spell level: 0- cure minor, detect magic, guidance, light, resistance, read magic; 1st- command (d), comprehend languages, doom, entropic shield, magic stone, sanctuary; 2nd- detect thoughts (d), cure moderate, eagle's splendor, undetectable alignment, zone of truth; 3rd- locate object, obscure object, protection from energy.

Weapons:

+7 melee (1d6/x2, staff) or +8 ranged (1d4/x2, dagger);Full Atk +7 melee (1d6/x2, staff) or +8 ranged (1d4/19-20, dagger);

Possessions:

Headband of Intellect +2, Gem of Brightness, Ring of Mind Shielding, Ring of Protection +2, Staff of Enchantment

Description:

Picture found on Page 84 of the DLCS.

Background:

Jerab Gniess was born on the cusp of Fifth Age just when the world was stolen away by the Queen of Darkness. As Jerab came into the world the moons disappeared and his mother died during childbirth, a fact his father was all too ready to remind him of. Under the hand o his abusive father Jerab was raised as a common peasant on his father dirt farm two days east of Queens Shield. Tall and lanky, Jerab often had trouble fitting in with other children. Many of them cruelly whispered he was part ogre because of his towering size. He was destined to have a life of poverty and hardship.

One day while tilling a field he discovered a strange shard of crystal that "sang" to him. The sound of the stone awakened something lying deep within himself. A power he was unaware even existed. Jarab's personality changed and became confident in his words and actions. The poor dirt farmers son discovered he has a limited ability to command others to do his bidding. In a world without gods Jerab grasped for something greater than himself. He believed in his heart that the crystal was part of grand plan, a plan that he was to be an integral part of. A plan to bring the world out of the chaos and melancholy that had been wrought by the departure of the gods. He was destined for great things.

At the age of fifteen Jerab ran away from home. Not knowing exactly where his destiny lay he left it up to his heart and the mysterious radiant crystal to guide him on his journey. He managed to survive through hard work and honesty. He traveled the Khalkist for nearly twenty years searching for other crystals and telling people of the power of the crystal and the good fortune it had brought him. As the rumors of the towering wandering holy man and his magical gemstone spread throughout the Khalkists a number of factions sent bandits or thieves to obtain the gem, but each time they tried Jerab was able to persuade them to change their actions. Many of them even began following him and the good fortune he brought.

Dubbed the Crystal King, Jerab began preaching the power of crystals to improve ones physical health, emotional balance, mental clarity and focus of spiritual well-being. He would collect different kinds and keep them around at all times for instruction. Empowered with his natural mystical talents the stones would become the focus of his divine magic. In a time where people were cowering from dragons the size of mountains and feeling lost and alone, Jerab gave them direction. He brought them comfort and security. Prior to the Chaos War people would clasp a medallion of faith within their hands, now some held crystals close their hearts for protection and well-being. Jerab took on a number of followers that hung in his every word and worshiped him for his wisdom.

As Jerab wandered up and down the Khalkists he continued on his own spiritual journey. A persistent voice that first came to him years ago continued to grow stronger. He knew the voice was inside himself, but he associated it with the radiant crystal he had unearthed during his youth. In secret he spoke to it and it spoke back telling him the things he wished to hear. Words that bolstered his confidence, lifted his sprits, and at times asked him to do things he would not normally be brave enough to do on his own.

Eventually word of the Valley of Crystal south of Mount Horn reached the Crystal King and he knew he had found his "Holy Land". Jerab and his followers took a pilgrimage to this valley but were driven away by the dwarves protecting it. That night Jerab traveled by himself into the valley escaping the notice of the watchful eyes of the dwarves. Once there the Crystal King knew what he had been destined to do. He had been called to liberate the valley for the people of Ansalon. There was enough crystal there to heal the entire world. If only he could free it from the iron clasp of the dwarves.

Formulating a plan Jerab and his followers returned to the village where Jerab was born. Using his influence, donations and the sale of his precious crystals Jerab started construction of a temple in his name and began raising a small army. Unfortunately, just as he was making any solid progress the War of Souls occurred and with the return of the Gods many of his followers abandoned him. His budding army was put into disarray and nearly disbanded. Now he seeks an alliance with whoever can get him into the Crystal Valley, Ogres, Neraka, Solamnics, he has even sent overtures to Sable but so far without success.

Jerab despises the gods for taking away his chance and his importance as a divine authority figure to his followers. Obsessed with the valley and the voice in his head Jerab has turned decidedly darker and is actively looking for any help in his quest to gain control of the Valley of Crystal.

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