Triumvir Calior of the Silent Tides
Triumvir Calior of the Silent Tides
*Lord of the West, Keeper of the Deep Currents, Guardian of the Sacred Reefs*
---History
Among the translucent domes of the City of Thal'Vareth, where coral reefs intertwine with mother-of-pearl foundations and seaweed dances like emerald curtains, Calior was born, son of the House of the Silent Tides. His family, ancient and respected, had long been guardians of the western lands of the Tritons Kingdom: a vast domain of lagoons, kelp forests, and crystalline depths that stretched all the way to the Lyr Deep. As a young man, Calior showed no interest in politics or weapons, like many of his noble peers. Instead, he spent hours listening to the currents, maintaining that "every flow of water carries an ancient voice, a forgotten thought of the sea itself." He studied at the Deep Tide College, where he immersed himself (literally and metaphorically) in the disciplines of hydromancy and aquatic geomancy. It was there that he discovered Sea Current Breathing Magic, an ancient body of spells that allowed merfolk mages to listen to and even interpret the life pulses of the sea. Over time, he became one of the most skilled students of aetheric currents, flows of arcane energy that flow through the waters of the world and fuel the ocean's life cycle. When the House of the West was left without direct heirs after the death of his mother, Triumvir Lyra, Calior was called to fill the Council seat. At first he refused, claiming that "tides do not obey thrones," but was convinced by the Supreme Singer that the sea itself had chosen him: "Every current needs a guardian, or it is lost." Since then, Calior has been known as the Triumvir of the West, guardian of the Silent Tides. His domain covers the vastest and wildest part of the tritonid realm, where marine nature is stronger than ever, and where the boundary between the mortal world and the primordial depths is as thin as a veil of sand. ---Character and Personality
Calior is the most introverted of the three Triumvirs, and perhaps the most enigmatic. Many describe him as "detached," but those who truly know him know that his calm is that of a deep sea: silent on the surface, but rich in thoughts and emotions that lies beneath. He speaks little, but each word is measured like a tide calculated by centuries of experience. When the Council of Triumvirs meets, he is often the one to break the longest silences with a sentence that changes the course of the discussion. "The sea does not raise often its voice to be heard, but in the end, no one can ignore its power.", he likes to say, His gaze, clear as water glass, seems to peer beyond what is visible. Many say he can sense the emotions of others as emotional currents, gentle but inexorable. However, he does not judge; he prefers to understand. This empathy makes him a natural mediator, especially between the conservative and expansionist factions of the kingdom. His passion is marine life itself: he dedicates time and resources to protecting coral reefs, safeguarding singing kelp forests, and maintaining a balance between the use and respect of natural resources. However, he is not a blind idealist. He believes in the necessity of defense and military force as a deterrent, but only when used with the discipline of the water: "The sword of the sea is the current: invisible, inevitable, and never wasted."Relationships and Conflicts
In the Council of Triumvirs, Calior is considered the "heart" of the triad.Abilities and Powers
In combat, Calior rarely attacks first. He uses the environment as a weapon: he manipulates pressure, alters salinity, or freezes portions of water into spears of liquid ice. He is a master of defense, but also of adaptation, capable of turning the tide of combat to his advantage.
Possessed Items
Trident of the Guardian Currents (Minor Artifact)
Cloak of Silent Tides
Seashell of Tides Listening
- Ancient divination item, similar to a focus. Allows you to cast *Clairaudience/Clairvoyance* within 3 km, but only in underwater locations. The voice that answers isn't always the one you want: sometimes, it's said, the sea itself answers Calior.Role in the Setting
Calior can be:Famous Quotes
“Every tide speaks, if you have the patience to listen.”
“Balance is not stillness, but harmony in movement.”
“He who fights against the sea, loses. He who fights *with* the sea, survives.”
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Class: Wizard 10 / Tidal Hydromancer 7 (Tritonid Unique PrC)
Alignment: Neutral Good
Size: Medium
Type: Humanoid (Aquatic, Elf)
Power Level: Regional Epic NPC – Recommended as an ally or mentor
Hit Points: 72 (17d4+17)
Initiative: +3
Speed: 30 ft., swim 60 ft.
Armor Class: 23 (10 base +3 Dex +4 natural armor +3 cloak +3 deflection)
Base Attack/Grapple: +8/+8
Attack: Trident of the Guardian Currents +11 melee (1d8+3, crit. ×3)
Special Attacks: Hydromantic magic, tidal mastery
Special Qualities: Current bond, water breathing, darkvision 60 ft., marine empathy
Saving Throws: Fort +6, Ref +7, Will +11
Languages: Tritonid, Elven, Common, Aquan, Celestial, Abyssal.
Concentrated Spellcaster (water)
Current Mastery *(tritonine regional feat: +2 bonus on Concentration and Spellcraft checks for water spells)*
Extend Spell
Empowered Spells
Water Mastery (CdP)
Fluid Spells *(special feat: reduces the metamagic level of spells with the water or cold descriptor by 1)
Authority (for his Sacred Kelp Guardians)
Tide Lore *(epic, allows him to sense magical disturbances within 10 km of water)
Water as a Weapon: Can modify any spell with the water or cold descriptor to suit an underwater environment.
Regenerating Current: Gains fast healing 1 if completely submerged in pure water.
Defensive Surge: As a reaction, can create a liquid barrier that provides total coverage for 1 round.
Tidal Mastery (ultimate ability): Can alter the flow of a sea current on an epic scale (1 mile radius) for 1 day, affecting pressure, direction, and temperature. This works like *Control Weather*, but only underwater.
Spell DC: 15 + spell level
Favoured School: Conjuration (water/cold)
Forbidden Schools: Necromancy, Enchantment0th (4/day): Light, Prestidigitation, Detect Magic, Message
1st (6/day): Water Bolt*, Mage Armor, Occult Mist, Detect Poison, Lesser Hydrosphere*
2nd (6/day): Sea Fog*, Melf's Acid Arrow, Lesser Restoration, Bull's Strength, Undersea Wind*
3rd (6/day): Wall of Water*, Dispel Magic, Haste, Sea Scent Mist*, Underwater Invisibility*
4th (6/day): Control Water, Call Lesser Storm*, Polymorph, Remove Curse
5th (5/day): Cone of Cold, Current Mastery*, Solid Fog, Teleport (Aquatic)*
6th (4/day): Ice Storm, Plane Shift (Aquatic Planes), Control Weather, Major Healing
7th (3/day): Arcane Tide*, Simulacrum, Storm of Vengeance
8th (2/day): Tide of Souls*, Ocean Shield*, Abyssal Surge*
9th (1/day): Heart of the Primordial Sea* (unique ritual, similar to *Polymorph into Colossal Elemental Water* + environmental control for 1 hour)
(*=tritonid unique spells or modified for underwater environments)
Trident of Guardian Currents (+3, see previous description)
Cloak of Silent Tides (resistance, swimming, fire/electricity resistance 10)
Ring of the Eternal Sea (immunity to suffocation, +4 saving throw bonus against pressure effects)
Current-Listening Shell (divination)
Greater Abyssal Pearl (maintains permanent *Water Breathing*)
Sacred Kelp Talisman (+2 natural AC, +2 to spell save DCs with the “water”)
Best Attack: +11 (Trident of the Guardian Currents, 1d8+3, crit ×3)
Ranged Attack: +10 (Water Ray, 6d6 impact damage)
Resistances: electricity and fire 10; immunity to suffocation; DR 5/Fire
Primary Spells: *Control Water, Mist Storm, Current Mastery, Heart of the Primordial Sea*
Magic Aura: Strong Abjuration and EvocationBefore combat: Activates *Magic Armor*, *Wall of Water*, *Resist Elements*.
During combat: Opens with *Solid Fog* or *Mist Storm*, uses *Defensive Surge* to protect itself, then *Cone of Cold* or *Empowered Water Ray*.
In an emergency: Merges with the water via *Current Bond* to retreat or reappear behind the enemy.
In terrestrial environments: prefers to summon water currents with *Control Water* or *Arcane Tide* to recreate his ideal terrain.
Triumvir Calior of the Silent Tides
Male Tritonid (Modified Elf)Class: Wizard 10 / Tidal Hydromancer 7 (Tritonid Unique PrC)
Alignment: Neutral Good
Size: Medium
Type: Humanoid (Aquatic, Elf)
Power Level: Regional Epic NPC – Recommended as an ally or mentor
Game Data
| Attribute | Base Value | Racial Modifiers / Item | Total |
|---|---|---|---|
| Strength | 10 | — | 10 |
| Dexterity | 14 | +2 (racial) | 16 |
| Constitution | 12 | — | 12 |
| Intelligence | 17 | +4 (object) | 21 |
| Wisdom | 15 | — | 15 |
| Charisma | 13 | — | 13 |
Initiative: +3
Speed: 30 ft., swim 60 ft.
Armor Class: 23 (10 base +3 Dex +4 natural armor +3 cloak +3 deflection)
Base Attack/Grapple: +8/+8
Attack: Trident of the Guardian Currents +11 melee (1d8+3, crit. ×3)
Special Attacks: Hydromantic magic, tidal mastery
Special Qualities: Current bond, water breathing, darkvision 60 ft., marine empathy
Saving Throws: Fort +6, Ref +7, Will +11
Skills
*(Total bonus already included with ability modifiers and synergies)*| Skills | Bonus |
|---|---|
| Knowledge (arcana) | +22 |
| Knowledge (nature) | +18 |
| Knowledge (planes) | +16 |
| Concentration | +17 |
| Spellcraft | +23 |
| Diplomacy | +12 |
| Intuition | +13 |
| Sense Motive | +10 |
| Listen | +9 |
| Swim | +12 |
| Survival (aquatic) | +10 |
Feats
Special Abilities
Current Bond (Su)
Calior can, as a standard action, become a translucent liquid form for 3 rounds. + 1/2 class level (8 rounds). In this form: Immunity to physical damage, vulnerable to fire magic (+50%), can pass through narrow, solid spaces by liquefying water molecules.Listen to Currents (Su)
Once per hour, you can make a Concentration check (DC 25) to "hear" the presence of magical or psionic distortions within a radius of 1 km per caster level (17 km). This functions as Clairvoyance, but without line of sight.Command Barriers (Su)
3/day, you can animate coral and seaweed as if casting Move Earth, but limited to aquatic environments. Coral can create cover, weapons, or natural obstacles.Marine Empathy (Su)
You sense the emotions of all aquatic creatures within 30 feet. Aquatic creatures with Int < 3 won't attack unless provoked.Prestige Class: Tidal Hydromancer (Main Class Traits)
Spells
Caster Level: 17thSpell DC: 15 + spell level
Favoured School: Conjuration (water/cold)
Forbidden Schools: Necromancy, Enchantment
Spells Known (typical daily)
Equipment
Summary Statistics
Total AC: 23Best Attack: +11 (Trident of the Guardian Currents, 1d8+3, crit ×3)
Ranged Attack: +10 (Water Ray, 6d6 impact damage)
Resistances: electricity and fire 10; immunity to suffocation; DR 5/Fire
Primary Spells: *Control Water, Mist Storm, Current Mastery, Heart of the Primordial Sea*
Magic Aura: Strong Abjuration and Evocation
Combat Tactics
Current Location
Ethnicity
Children
Sex
Male
Gender
Man
Belief/Deity
Aligned Organization
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