Realms Personalities : Trobriand The Metal Mage
Trobriand is the most powerful surviving ex-apprentice of Halaster, having long ago made his peace with his former master. Known as "the Metal Mage" for his penchant for creating metal constructs, Trobriand avoids direct combat, preferring to allow his creations to fight for him. The Metal Mage appears as a, thin, clean-shaven man with long, steel-gray hair. He is unnaturally tall, but he stoops in his old age, bringing his eyes to about six feet from the floor.
Trobriand kept to his heavily guarded laboratories in the depths of Undermountain for centuries until he was, driven forth by the events of Halaster's Higharvestide. Of the Seven, he kept the firmest grip on his sanity, but even he succumbed in part to Undermountain-instilled madness. Having finally recognized the danger posed by remaining therein, the Metal Mage now seeks to establish a new stronghold in the Lands of Light, preferably on the site of Halaster's Hold, now occupied by the Yawning Portal tavern.
Trobriand is the true leader of Halaster's Heirs, and he is responsible for training most of the school's newly recruited apprentices. Only his deft touch keeps Muiral from rampaging through the streets of Waterdeep. Trobriand continues to design and build constructs of metal, including helmed horrors, iron golems, and scaladars.
Trobriand the Metal Mage: Male Tethyrian human wizard 12/techsmith 5/archmage 1: CR 18; Medium humanoid; HD 13d4+26 plus 5d6+10; hp 85; Init +4; Spd 30 ft.; AC 16, touch 10, flat-footed 16; Base Atk +9; Grp +8; Atk +12 melee (1d8+2/x3, +3 warhammer); Full Atk +12/+7 melee (1d8+2/x3, +3 warhammer); SA arcane fire, spells; SQ construct sense, gondsman, summon familiar, technical knack +4; AL NE; SV Fort +7, Ref +8, Will +12; Str 9, Dex 10, Con 15, Int 21, Wis 12, Cha 10.
Skills and Feats: Appraise +5 (+7 weapons and armor), Concentration +23, Craft (armorsmithing)* +29, Craft (weaponsmithing)* +26, Disable Device +10*, Gather Information +2, Knowledge (arcana) +26, Knowledge (architecture and engineering) +14, Knowledge (dungeoneering) +16, Knowledge (local Waterdeep) +26, Search +5 (+7 secret doors), Spellcraft +28, Survival +1 (+3 underground); Craft Construct, Craft Magic Arms and Armors, Craft Staff, Craft Wondrous Item, Forge Ring, Improved Initiative, Martial Weapon Proficiency (warhammer), Scribe Scroll, Skill Focus (Craft [armorsmithing]), Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Weapon Focus (warhammer).
*Might benefit from technical knack (see below).
Languages: Chondathan, Common, Draconic, Lantanese.
Arcane Fire (Su): Trobriand can change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (440 feet) that deals 1d6 points of damage plus 1d6 points of damage per level of the spell used to create the effect.
Construct Sense (Su): Trobriand can communicate telepathically with any construct within 60 feet. He can make a DC 15 Spot check to recognize a construct for what it is.
Gondsman: Trobriand has constructed a gondsman - a loyal mechanical warrior, assistant, bodyguard, and friend named Crunch.
Crunch: Gondsman; CR -; Medium construct; HD 8d10 plus 20; hp 64; Init +1; Spd 30 ft.; AC 22, touch 11, flat-footed 21; Base Atk +6; Grp +10; Atk +11 melee (1d12+7/x3, +1 greataxe) or +10 melee (1d8+6, slam); Full Atk +11/+6 melee (1d12+7/x3, +1 greataxe) or +10 melee (1d8+6, slam); SQ: construct traits; AL N; SV Fort +2; Ref +3; Will +3; Str 18, Dex 12, Con -, Int 4, Wis 13, Cha 6.
Skills and Feats: Listen +8, Spot +9; Alertness, Cleave, Power Attack.
Possessions: +1 mithral chain shirt, +1 greataxe.
Metal Domain: Trobriand gains the granted power of the Metal domain (free Martial Weapon Proficiency [any hammer] and free Weapon Focus [any hammer]).
Technical Knack (Ex): Trobriand has an innate familiarity with the workings of mechanical gadgetry and science that allows him a +4 competence bonus on all Appraise, Craft, Disable Device, Knowledge, and Open Lock checks involving some sort of mechanical, technological, or explosive circumstance.
Wizard Spells Prepared (caster level 18th): 0 - detect magic, mending (3); 1st - color spray (DC 16), mage armor, magic missile (3), magic weapon, shield; 2nd - detect thoughts (DC 17), flaming sphere (DC 18), see invisibility, web (DC 17); 3rd - arcane sight, dispel magic, fireball (DC 19), fly, Trobriand's crystalbrittle (DC 19); 4th - animate dead, detect scrying, enervation (+9 ranged touch), lesser globe of invulnerability, minor creation; 5th - baleful polymorph (DC 21), fabricate, hold monster (DC 20), major creation, wall of force; 6th - chain lightning (DC 22), legend lore, Trobriand's baleful teleport (DC 21). wall of iron (DC 21); 7th - forcecage, greater teleport, spell turning; 8th - greater shout (DC 24), iron body, polymorph any object (DC 24); 9th - wish.
Spellbook: Trobriand knows dozens of worthwhile spells and a few odd spells of particular use to a wizard specializing in the creation of metal constructs. He knows many of the wizard/sorcerer spells in the Player's Handbook as well as all of the spells in this book created by Halaster or Trobriand himself.
Possessions: Bracers of armor +6, +3 warhammer, amulet of health +4, iron bands of Bilarro, master ring of the scaladar, ring of the ram, staff of rejecting (25 charges).
Source: City of Splendors - Waterdeep