Stalman Klim; Human male Clr15/HoWlk6: CR 21; Medium Humanoid; HD 15d8+6d8+105; hp 238; Init +6; Spd 30; AC 31 (FF 26, Touch 22); Base Atk +22/+17/+12/+7 base melee, +23/+18/+13/+8 base ranged; Grapple +21; Full Atk +28/+23/+18/+13 Melee (+5 pick, heavy 1d6+10/crit 20/x4); +22/+17/+12/+7 Melee (unarmed strike 1d3+5/crit 20/x2); SQ: Immune to Fear, Darkvision (Ex): 31 ft., Tremorsense (Ex): 31 ft.; Class Features: Cleric: Spontaneous casting, Turn or rebuke undead (3+Cha.Mod/day), Spells, Domain Access (2), Horizon Walker: Terrain Mastery, Terrain Mastery, Planar Terrain Mastery, Planar Terrain Mastery, Underground, Hills, Mountains, Plains, Desert, Cavernous (Planar); Earth domain power (Turn air/rebuke earth creatures), War domain power (Free Martial proficiency and focus); AL LE; SV Fort +21, Ref +18, Will +24; STR 21, DEX 23, CON 20, INT 14, WIS 27, CHA 12.
Skills and Feats: Balance +11, Climb +15, Concentration +29, Diplomacy +6, Handle Animal +2, Heal +18, Hide +17, Knowledge (Arcana) +7, Knowledge (Geography) +10, Knowledge (History) +7, Knowledge (Religion) +17, Knowledge (The Planes) +7, Listen +13, Move Silently +17, Ride +7, Speak Language +1, Spellcraft +14, Spot +10, Survival +18; Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Diehard, Elemental Healing, Endurance, Epic Toughness, Martial Weapon Proficiency: Pick, heavy, Track, Weapon Focus: Pick, heavy.
Languages: Common, Orc, Terran, Undercommon.
Spells Prepared (Clr 6/7/7/7/6/5/4/3/2): 0 - detect magic, detect poison, guidance, light, purify food and drink, read magic; 1st - bless, cure light wounds x2, deathwatch, detect good, magic stone (d), remove fear, sanctuary; 2nd - align weapon, calm emotions, cure moderate wounds x2, death knell, restoration, lesser, soften earth and stone (d), status; 3rd - cure serious wounds x2, deeper darkness, dispel magic, protection from energy, stone shape (d), weapon of the deity, wrack; 4th - cure critical wounds x2, death ward, dismissal, recitation, spell immunity, spike stones (d); 5th - break enchantment, dispel good, dragon breath [evil], flame strike, spell resistance, wall of stone (d); 6th -- antilife shell, dispel magic, greater, heal, stoneskin (d); 7th - death dragon, destruction, earthquake (d); 8th - dragon cloud, iron body (d).
Possessions: the dragon’s scales (see below), earth dragon helm (see below), +5 pick, heavy: (defending, unholy), +4 shield, heavy steel (silent moves, improved, shadow, improved, invulnerability, fortification, moderate), ring of spell storing, major (word of recall, break enchantment), +5 ring of protection, +6 gloves of dexterity, medallion of the earth dragon (Grants +6 enhancement bonus to CON and WIS, +5 resistance bonus to all saving throws), +6 belt of giant strength, boots of the unending journey, +5 cloak of resistance, elemental gem, earth x3, stone of controlling earth elementals, stone salve, stone of alarm, holy symbol, spell component case.
The Dragon's Scales; This ceremonial suit of scale mail is the personal armor of the high cleric of the Earth Dragon Cult. Rumored to be made from the very scales of the Earth Dragon, this armor protects the faithful from harm. The scales vary in color from black to brown to gold and are arranged to form a crest of the coiled form of the great god. There is no matching helmet, since the high clerics traditionally wear an Earth Dragon Helm.
The Dragon's Scales is a suit of +5 scale mail (treated like mithral) that grants the wearer a +5 resistance bonus to all saving throws. In addition, the wearer can cast spells from the coiled crest of the armor to become a symbol of persuasion and or a mass suggestion spell 2/day as a 20th-level sorcerer.
If any non-believer touches this armor, the ground will tremble at his/ her feet. Someone of good alignment who handles the armor must make a Fort save (DC 21) or suffer 3d8 points of damage. The first time anyone dons the Dragon's Scales, the stone melts beneath the wearer's feet and he/ she is sucked into the ground, becoming trapped far beneath the earth as an imprisonment spell. There, in the bowels of the earth, the Earth Dragon judges the creature who dared to put on the armor. Those who are found worthy return to the surface to become high clerics. Those who are not languish in suspended animation for all time in the bowels of the earth or are consumed, proof that it is not wise to cross the Earth Dragon.
Caster Level: 20th (artifact); +5 bonus; Reference: Slavers.
Earth Dragon Helm; When a cleric of the Earth Dragon reaches 9th-level, he must slay a young, good dragon and bring its skull back to the temple at Mount Drachenkopf. The larger the skull, the more prestigious the priest's new position.
The skulls are diminished using a shrink item spell. It is then bronzed and crafted into a ceremonial helmet. Then they are imbued with the power of the Earth Dragon. Each Dragon helm has slightly different powers, but a typical helm provides a +2 insight bonus to AC and immunity to fear. In addition, the wearer can use a breath weapon attack as a half-dragon type of dragon slain 1/day. The type of attack corresponds to the dragon skull's species, so the skull of a gold dragon grants either a cone of fire or a chlorine gas breath weapon.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Heighten Spell, Maximize Spell, shrink item, spell immunity, creator must be worshiper of Earth Dragon; Market Price: 50,000; Reference: Slavers.
Smoke of Little Death; The Earth Dragon cult developed this oil for use in some of its rituals, although it was soon found to be quite effective in combat as well. The recipe is a secret jealously guarded by the priesthood. Only those held in favor by Stalman Klim have access to the smoke of little death.
This oil comes in small vials that shatter when thrown, producing a cloud of noxious gas within a 10-foot radius. those within the smoke must make a successful Fortitude (DC 21) or fall into a deep sleep for 10-60 (1d6x10) minutes. During this magical slumber, those who succumb to the oil's effect suffer strange and vivid dreams. Clerics of the Earth Dragon say they commune with their god during this sleep, while others report nightmare visions. Dungeon Masters may exploit these dreams in their adventures, since they can be used to drop clues or impart important information with ease.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, false vision, deep slumber, unholy blight, 8 ranks in Alchemy skill, creator must be worshiper of the Earth Dragon; Market Price: 8,000; Reference: Slavers.