The essence of D&D 3rd Edition is Choice. The Choice to customize your characters how you see fit, the Choice to choose whatever race and class combination you want, and for DMs, the Choice to tweak your gaming worlds to provide a unique experience for your players.

It was suggested by both Rasene and Fearless Leader that since there is a level of ambiguity as to the power and history of the Chamberlain, that we provide at least two character writeups in the Atlas for this important NPC. This will give DMs a choice as to which of the rumours and legend of the Chamberlain are true.

My submission blends the two possibilities: One that the Chamberlain is immortal, and fakes his own death every 20-30 years to return as his successor, the other that the Chamberlain only has a strong resemblance to his ancestor who fought at Deismaar.

This Chamberlain is about 600 years old, having served as Chamberlain under the last of the Roele line. Before Michael Roele left to confront the Gorgon, he exacted an oath from the Chamberlain that in the event of his death the Chamberlain and his heirs would work to preserve the Empire until such a time as there was a strong leader to take the Iron Throne. For the last 551 years, the Chamberlain has been working behind the scenes, watching and waiting. Although it is indeed true that he has a very strong semblance to his ancestor Traderic Dosiere, who was present at Deismaar.

The Chamberlain allows some speculation to proceed along those lines, keeping those who attempt to do him harm off-balance and continually guessing at this true identity


Caliedhie Dosiere, Imperial Chamberlain of Anuire

Male Anuirean Scion (Andurias) 2/Nob 12/Wiz(Diviner)16; CR 30; HD 14d8+16d4+30+3; hp 139; Init + 5 (+1 Dex, +4 Improved Initiative); Spd 30 ft; AC 20 (+2 Dex, +4, Bracers of Armour +4, Ring of Protection +4) Touch 12, Flat Footed 18; Base Atk: +22; Grp : +23; Atk +27 melee (Throneguard (Broadsword +4), +1 Str, 1d8+4, Crit 19-20 x2, slashing), Full Atk: +27/+24/+17/+14 melee; Space/Reach: 5 ft/5 ft.; SQ: Detect Lie (allows casting of Discern Lies on one subject, 1/day), Long Life (ages 1 year for every 25 that pass), Battlewise (+2 to ECL when determining the EL of a Hero unit, Allied war units receive +5 to Morale checks), Unreadable Thoughts (Su: +4 bonus to Bluff checks when opposed by a Sense Motive roll, immune to any ability or spell used to read minds), Divine Aura (Acts as a Hypnotic Pattern against non-hostile creatures and as a Fear spell against hostile creatures. This ability does not affect Blooded characters), Enhanced Sense (Detect Evil at will), Resistance (+8 to saves vs. enchantment spells and spell-like effects); AL LG; SV Fort +15, Ref +11, Will +19; Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 20 (+5), Wis 18 (+4), Cha 14 (+2); Bld 64 (+12), Andurias (Great) [Detect Lie (minor), Heightened Ability – Charisma (minor), Iron Will (minor), Long Life (major), Battlewise (major), Unreadable Thoughts (major), Divine Aura (great), Enhanced Sense (great), Resistance (great)].


Skills: Administrate +36, Appraise +5, Balance +2, Bluff +13, Climb +1, Concentration +26, Diplomacy +29, Disguise +10, Escape Artist +2, Forgery +5, Gather Information +8, Handle Animal +7, Heal +3, Hide +2, Intimidate +15, Jump +1, Knowledge (Arcana) +25, Knowledge (History) +10, Knowledge (Nobility & Royalty) +20, Knowledge (Heartlands) +10, Knowledge (Shadow World) +8, Lead +35, Listen +3, Move Silently +2, Ride +24, Search +5, Sense motive +18, Spellcraft +29, Spot +3, Survival +3, Swim +1, Use Rope +2, Warcraft +25.

Feats: Toughness (virtual, blood), Mounted Combat, Ride-By Attack, Spirited Charge, Improved Initiative, Leadership (virtual, class), Master Diplomat, Regent Focus (Diplomacy), Skill focus (Administrate), Magical Aptitude, Master Administrator, Scribe Scroll, Spell Focus (Divination), Battle Caster, Spell Penetration, Great Leader, Maximize Spell, Greater Spell Focus (Divination), Greater Spell Penetration, Enlarge Spell, Widen Spell, Improved Metamagic (Epic).

Details: Leadership score: 33; Spell Focii (Divination): +2 (total) to save DCs vs. Divination spells cast; Spell Penetrations: Caster level checks at d20+34 to overcome Spell Resistance.

Class Abilities: Favoured Regions: Heartlands (+4), Western Coast (+4), Southern Coast (+2); Wealth: 2GB/turn; Resources: 3/turn; Coordinate: +6; Battle Cry / Inspire Loyalty @ +1: 3/day, Wizard School Specialization: Divination; Banned Schools: Necromancy

Commonly Memorized Spells: (4/6/5/5/5/5/3/3/2); Cantrips: Detect Magic (bonus), Detect Poison x2, Read Magic x2; 1st: Know Origin (bonus), Magic Missile x2, Colour Spray, Expeditious Retreat, Identify, Obscuring Mist; 2nd: Locate Object (Bonus), Detect Thoughts, See Invisibility, Touch of Idiocy, Scorching Ray, Obscure Object; 3rd Tongues (bonus), Arcane Sight, Clairaudience / Clairvoyance, Fireball, Wind Wall, Flame Arrow; 4th: Detect Scrying (bonus), Evard’s Black Tentacles, Fire Shield, Ice Storm, Greater Invisibility, Crushing Despair; 5th: Prying Eyes (bonus), Mordenkainen’s Private Sanctum, Rary’s Telepathic Bond, Wall of Force, Overland Flight, Disguise Bloodline; 6th: Legend Lore (bonus), Analyze Dweomer, Chain Lightning, Supress Bloodline; 7th: Greater Scrying (bonus), Project Image, Summon Monster VII, Greater Shadow Conjuration; 8th: Discern Location (Bonus), Polar Ray, Prismatic Wall.