09 - Player CharactersUnder the BusSmah Tepants

Smah Tepants

Overview

FieldDetails
CharacterSmah Tepants
PlayerTammy
CampaignUnder the Bus
RaceHuman
AlignmentNeutral Good
ClassWizard - Diviner Specialist
Level15
AC15
HP84
AffiliationThe Chosen
Primary SpecialtyLost technology / magical knowledge of the past
Legacy ItemPearl of Power & Knowledge
Known Chosen PowersLore (12th); Spell-Like Ability — Greater Invisibility (15th)
Known FeatsCraft Effigy, Cooperative Spell
13th-Level Chosen Bonus+2 to an ability score
14th-Level Chosen BonusBonus feat
15th-Level Chosen PowerSpell-Like Ability — Greater Invisibility 4/day

Character Concept

Smah Tepants was Tammy's wizard in Under the Bus.

She was one of the party's primary arcane researchers and magical problem-solvers. Her chosen area of study within The Chosen was specifically the lost technology of the past, leading her to study in the history division under Brother Tomlin.

Smah frequently worked alongside Tim on magical research, spell acquisition, and preparation. The two crafted Boccob's Blessed Books, copied spells, and purchased scrolls.

Her adventuring role was not limited to traditional combat spellcasting. She regularly handled magical reconnaissance, transportation, identification, research, and emergency extraction.

Mechanical Snapshot

Level 12 Snapshot

A surviving eTools character sheet provides a detailed snapshot of Smah at level 12. The sheet identifies her as a 12th-level wizard, human, Neutral Good, with Divination as her selected school and Evocation as her prohibited school.

Ability scores:

  • STR 10
  • DEX 16
  • CON 16
  • INT 25
  • WIS 14
  • CHA 15

Combat statistics:

  • AC 18
  • HP 83
  • Speed 30 ft.

Her skill investment was heavily oriented toward knowledge and magical expertise. Notable recorded skills include:

  • Appraise +7
  • Concentration +18
  • Craft (Metalworking) +15
  • Decipher Script +22
  • Knowledge (Arcana) +18
  • Knowledge (Architecture and Engineering) +9
  • Knowledge (Dungeoneering) +9
  • Knowledge (Geography) +9
  • Knowledge (History) +17
  • Knowledge (Local) +12
  • Knowledge (Nature) +9
  • Knowledge (Nobility and Royalty) +9
  • Knowledge (Religion) +9
  • Knowledge (The Planes) +17
  • Search +7
  • Spellcraft +24
  • Use Magic Device +9

The sheet also records miscellaneous bonuses of +1 to Knowledge (History), +1 to Knowledge (The Planes), +2 to Spellcraft, +2 to Use Magic Device, and +2 to Use Magic Device with scrolls.

Level 12 Feats and Wizard Abilities

The L12 sheet records:

  • Eschew Materials
  • Extend Spell
  • Quicken Spell
  • Craft Magic Arms and Armor
  • Improved Counterspell
  • Heroic Destiny
  • Craft Wondrous Item
  • Able Learner
  • Scribe Scroll
  • Magical Aptitude
  • Toughness
  • Cooperative Spell
  • Chosen Education
  • Fearless Destiny

The character sheet also explicitly records the normal wizard class features, including Bonus Feat (2), Scribe Scroll, Spellbooks, Spells, and Summon Familiar.

Level 15 / Later Snapshot

The later campaign information supersedes the L12 sheet for Smah's subsequent development. Known later information includes:

  • Level 15 wizard
  • AC 15
  • 84 HP
  • Craft Effigy
  • Cooperative Spell
  • Lore as her 12th-level Chosen power
  • Greater Invisibility as a 15th-level Chosen ability, usable 4/day
  • +2 ability score increase at 13th level
  • Bonus feat at 14th level
  • Pearl of Power & Knowledge
  • Later campaign access to additional Chosen abilities and powers

The exact relationship between every later mechanical change and the L12 statistics should not be reconstructed unless a later character sheet or campaign source establishes it.

Spellcasting

At level 12, Smah's character sheet explicitly identifies her as a Divination specialist with Evocation prohibited. Her recorded spellcasting extends through 6th-level spells, with 7th-level spells represented in the separate spell-list document as part of her broader spellbook inventory.

Her recorded spellbook is unusually broad. Among the documented spells are:

  • Divination / information: Arcane Sight, Analyze Portal, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Contact Other Plane, Analyze Dweomer, Legend Lore, True Seeing, Vision
  • Transportation: Dimension Door, Teleport, Greater Teleport, Ethereal Jaunt, Plane Shift
  • Protection / countermeasures: Nondetection, Dispel Magic, Greater Dispel Magic, Stoneskin, Globe of Invulnerability
  • Control: Hold Person, Confusion, Dominate Person, Baleful Polymorph
  • Illusion: Major Image, Invisibility Sphere, Greater Invisibility, Mirage Arcana, Persistent Image, Mislead, Permanent Image, Programmed Image, Veil
  • Transmutation / utility: Polymorph, Overland Flight, Telekinesis, Transmute Rock to Mud, Wall of Stone
  • Other significant magic: Rary's Telepathic Bond, Limited Wish, Permanency, Disintegrate, Ruby Ray of Reversal

The separate spell-list document identifies a number of Illusion and Necromancy spells as coming from a non-Nate spellbook, establishing that Smah obtained at least some of her spell knowledge from a source other than Tim/Nate's spellbook. It specifically lists Chill Touch and Ray of Exhaustion as lost spells.
The complete spell inventory should be preserved in the separate Smah Spell List.txt source rather than duplicated in this character note.

Equipment and Significant Items

The level 12 character sheet records a substantial collection of magical and scholarly equipment, including:

  • Bracers of Armor +4
  • Headband of Intellect +4
  • Gloves of Dexterity +2
  • Ring of Protection +1
  • Ring of Wizardry I
  • Boccob's Blessed Book
  • Heward's Handy Haversack
  • Arcane library
  • Brooch of Shielding
  • Wand of Magic Missile
  • Wand of Polymorph
  • Rod of Wonder
  • Pearl of Knowledge and Power
  • Effigy Buddy, 7 HD
  • Scrolls and other spell components

The Pearl of Knowledge and Power is recorded as functioning as a Pearl of Power (1st level) while also providing additional Knowledge and spell-related benefits.

Legacy Item

Pearl of Power & Knowledge

Smah's legacy item was a Pearl of Power (Level 1) & Knowledge.

The "Knowledge" portion appears to have granted:

  • 3/day: +2 to any Knowledge check

The Pearl also granted

  • +5 to Spellcraft
  • +5 to Use Magic Device for activating scrolls

Chosen Training

When the party trained at the Tower of Plinth, each character selected an area of specialization.

Smah chose: Knowledge — specifically the lost technology of the past.

She and Dunno Mename studied in the history division under Brother Tomlin. Dunno pursued general education, while Smah's focus was specifically on recovering knowledge of ancient technology.

The training period unlocked another Chosen ability for the characters, described as a bonus feat related to their selected training.

Early Chosen Experience

Smah and the other new Chosen initially encountered a degree of hostility from established students at the Tower of Plinth.

In particular, Brance repeatedly antagonized the party. Smah was singled out by Brance during one incident in the cafeteria, when he dumped a bowl of yogurt over her head and declared:

"Brance rules!"

The conflict eventually resulted in the party challenging Brance's group to Battle Chess. This appears to have contributed to Smah's lasting hostility toward Brance. Tammy continued to grumble about Brance long after the campaign.

Samos and the Kuo-Toa

During the party's imprisonment by the kuo-toa, Smah demonstrated considerable initiative despite the bizarre circumstances.

She used Arcane Eye to scout the area outside the party's room, looking for:

  • the layout of the complex,
  • possible exits,
  • and the location where the slaves were being held.

She also refused to eat the suspicious food offered during the Ceremony of Preparation.

The ceremony's leaders subsequently blamed Smah for disrupting the ceremony.

Wolf Pyramid

During the investigation of the underwater wolf temple, Smah and Tim worked together to observe the ceremony being conducted inside the pyramid.

They determined that the ceremony involved a wolf god and an attempt to infuse the man at the center of the altar with some aspect of that god.

They could not initially determine the identity of the god or how to stop the ritual.

Later, Smah used Arcane Sight on the pyramid and discovered that the entire pyramid radiated magic. She further determined that the magical auras appeared to be connected to, or radiating from, the mysterious portal.

When the party attempted to destroy the portal and the pyramid began collapsing, Smah had already returned to the raft and escaped the immediate collapse. She later identified the resulting wolfman as the Aspect of Filtiarn.

Researcher and Magical Crafter

Smah was heavily involved in the party's magical preparation.

She and Tim:

  • crafted Boccob's Blessed Books,
  • copied spells into their spellbooks,
  • purchased additional scrolls from The Chosen,
  • and worked together on magical research.

Smah also personally crafted a wand of Cure Moderate Wounds for party use. (?)

Later, she continued spending significant downtime scribing spells into her spellbook. They frequently worked together when the party needed to understand an unfamiliar magical phenomenon rather than simply fight it.

The surviving reports therefore support viewing them as complementary members of the party's magical/research infrastructure.

The Red Dragon Effigy

Smah's eventually used her Craft Effigy feat and constructed a Red Dragon Effigy.

The effigy became useful as a persistent magical marker. When the party discovered a strange portal leading to a floating temple, Smah left her red dragon effigy flying circles around the portal to mark its location. The advantage was obvious: the construct did not tire. The party subsequently used the effigy's position to return to the portal.

Much later, during the events surrounding Cain and The Aegisstaff, the campaign notes again refer to Smah's dragon construct, which was carrying the Aegisstaff when Cain and his allies pursued and destroyed it.

Thus, the dragon effigy appears to have remained an important asset for a considerable period of the campaign.

Scrying and Reconnaissance

Smah frequently used divination magic to gather information before the party committed itself.

During the aftermath of a red dragon attack on a halfling village, she used Scrying to locate the kidnapped village elder.

She saw the elder alive in a cage alongside a human and an orc. The party then devised a rescue plan centered around Smah's ability to Teleport.

The Samos Disguise

For that rescue, Smah used Alter Self to disguise herself as Samos. The party fabricated a letter supposedly written by Samos and attached it to the skull of the red dragon they had killed. Smah then teleported directly into the dragon's cave.

She immediately ordered the prisoners to come with her if they wanted to live, brought them together, and teleported all of them back to the halfling village before the dragon could react.

This was one of Smah's clearest examples of using magic for deception, infiltration, and rapid extraction rather than direct combat.

Dragon Hunt

Smah became one of the party's principal transportation specialists.

During preparations for the assault on the adult red dragon, the party planned the attack around Smah's Teleport spells.

She could take three other party members with her at the relevant caster level, so she planned to make multiple trips:

  1. Teleport herself and the first three attackers to the dragon's location.
  2. Return to the party.
  3. Teleport the remaining attackers.
  4. Leave the rest of the ship's personnel behind.

Tim was absent from that session, so the party could not use his Teleports in addition to Smah's.

Smah also maintained a Rary's Telepathic Bond with Marcus and Demetrius so the assault team could remain in communication with the ship.

When they reached the caves, she used Arcane Sight to identify a magical aura and attempted Dispel Magic on it alongside Dew Gooder. Both failed their caster checks.

Aegea and the Adventure Machine

Smah was instrumental in the party's exploration of Aegea and its ruins.

The party's research into The Quest for the Cure eventually led them to the underwater ruins and the Great Library.

Smah and Demetrius were specifically identified as the people capable of working together to repair the Adventure Machine found there.

Her knowledge of ancient technology therefore directly connected her Chosen specialization with an important practical role in the campaign.

Emergency Extraction

During the collapse of the underwater library, Smah again served as the party's emergency transportation specialist.

When water began flooding the chamber, she used her remaining Dimension Door to transport herself and three of Tim's followers to the surface.

Before leaving, she cast Water Breathing on the remaining party members.

Her decision saved the followers who otherwise would have been trapped in the flooding chamber.

The Great Library and the Fire Flowers

Smah participated in the party's later exploration of the ancient ruins and magical chambers associated with the dragon's lair.

Her magical knowledge was repeatedly useful in identifying magical effects and dealing with hazards.

The party relied heavily on prepared protective magic during the exploration, with Smah contributing to the spellcasting and magical analysis.

The Lich Temple

During the party's confrontation with the lich and subsequent exploration of the temple, Smah again served as a primary magical problem-solver.

After the party was badly disabled by magical effects, Smah used Break Enchantment to restore members of the group.

She and Malachi worked together to free the petrified members of the party.

Smah then used Wall of Stone to seal the party into a defensible room while they recovered.

Later, she cast Locate Object to locate the missing Rogue Stone, allowing the party to continue its search.

Personality and Characterization

The surviving campaign reports suggest several consistent traits.

Curious and Knowledge-Oriented

Her chosen specialization was explicitly the study of lost technology and ancient knowledge.

This was reflected in actual play: she repeatedly investigated magical phenomena, ancient structures, portals, and artifacts.

Proactive

Smah frequently acted rather than waiting for the party to determine every detail.

Examples include:

  • scouting with Arcane Eye,
  • investigating magical auras with Arcane Sight,
  • using Scrying to locate prisoners,
  • infiltrating the dragon's lair,
  • and taking responsibility for emergency transportation.

Willing to Take Risks

Her rescue of the halfling elder involved teleporting directly into an unknown dragon's lair while disguised as Samos.

She did not spend time negotiating once she arrived; she immediately extracted the prisoners.

Resourceful

Smah's magic was frequently applied creatively.

Her Red Dragon Effigy was used as an untiring marker for a portal, while Alter Self, Scrying, Teleport, and Arcane Eye were repeatedly combined to solve problems rather than simply used in straightforward combat.

Lingering Resentment Toward Brance

The campaign explicitly notes that Smah remained upset with Brance because of his earlier behavior toward her when they first joined The Chosen. This resentment influenced her willingness to believe accusations against him during the later search for a traitor.

Relationship with Demetrius

Smah also worked closely with Demetrius on ancient technology.

Most notably, the campaign notes identify the two as the people who could repair the Adventure Machine in the ruins of Aegea.

Characterization

Smah was the party's quintessential arcane researcher.

Where other characters often wanted to know how to defeat something, Smah frequently wanted to know what it was, where it came from, and how it worked.

Relationships

Notable Magical Capabilities

Smah has demonstrated or possessed access to a wide range of capabilities, including:

  • Magical reconnaissance through Arcane Eye and Arcane Sight
  • Scrying and other divinations
  • Magical identification and analysis
  • Teleportation and Dimension Door
  • Invisibility and Greater Invisibility
  • Polymorph
  • Telepathic communication
  • Magical countermeasures
  • Creation and use of effigies
  • Extensive knowledge and research abilities
  • Construction of magical items

Her spellbook demonstrates that she is capable of serving multiple party functions rather than occupying a narrowly defined combat role.

Notable Events

Source Notes

Primary character source:

  • Smah T Pants L12.pdf — 17-page eTools character sheet, dated September 14, 2010. This is a historical level 12 snapshot and should not be treated as Smah's final statistics.

Spellbook source:

  • Smah Spell List.txt — separate spell inventory, including spells marked as coming from a non-Nate spellbook and spells subsequently identified as lost.

Campaign sources:

  • Earlier Under the Bus session recaps and planning notes
  • Later character information establishing Smah at level 15 and her Chosen progression

Open Questions / Unresolved

  • Exact date and circumstances of each level gained between the L12 and L15 snapshots.
  • Which specific later equipment changes occurred between L12 and L15.
  • The exact source and circumstances by which each "non-Nate spellbook" spell was acquired.
  • Whether the complete spellbook inventory represents spells Smah actually possessed at the time of the list or a broader historical inventory.
  • The exact mechanical source and intended meaning of the later "+5 spell & use magic on scrolls" notation associated with her Pearl of Power & Knowledge.
  • Complete chronology of Smah's major research activities and discoveries.
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