Starting off with a twinteresting build.

Quote Originally Posted by Taman and Thoron

Taman & Thoron


-~~~~~-
Taman and Thoron had always been...different. The others in their small Dvati community shunned the twins, for their strange abilities. From a young age, they could manifest spells that even some of the priests had not yet mastered, and their odd ability to resist magic unnerved most. The twins were never unduly bothered by this reaction, preferring their own company above all others.

From adolescence onward, they felt a strange compulsion to increase their magical and martial prowess. For many, the gaining of power is a means to an end - to right a wrong, to make a mark on the world, or similar motivations. For Taman and Thoron, the power was the end, in and of itself. Some theorized that the twins had been touched by some dark deity, who instilled in them a lust for power along with the gifts that no other Dvati possessed.

It was a simple matter for the twins to conveniently arrange "saving" some Elven peasants from a Fiendish Ape - none suspected the beast to have been summoned specifically for this purpose. They ingratiated themselves with the Elves to learn their ways, and improve his prowess with blade and spell. Once they learned all they could, they left the Elven community, taking along with them some choice scrolls from the library to inscribe into their spellbook.

As the years moved on, Taman and Thoron continued their mastery of the martial and spellcasting arts - proficiently summoning beasts and other effects, as well as uncanny prowess at defensive magicks.

All the while, the gnawing need to accumulate personal power consumed the twins. More and more they ignored all moral qualms while acquiring this power: if others had to suffer or perish to achieve their ends, so be it. All that mattered was the power, and their ability to wield it.

They believe that one day, whatever fell being set them apart from other Dvati will reveal itself, and then their ultimate purpose would be unveiled...
-~~~~~-


Neutral Evil Male Monster of Legend Dvati Conjuror 2/Ruathar 3/Eldritch Knight 8/Abjurant Champion 5

Medium Outsider (native)

HD: 2d4+3d8+8d6+5d10+126 [163hp per twin - see special rules in Dvati racial traits (Dragon Compendium p.17)]

Languages: (automatic) Common, Dvati; (bonus) Abyssal, Draconic, Elven

Spoiler: Build Tables
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Abilities Scores:
Level Array Template 4th 8th 12th 16th Final
Str 10 +10 - - - - 20
Dex 13 +6 - - - +1 20
Con 14 +10 - - - - 24
Int 15 +2 +1 +1 +1 - 20
Wis 12 +2 - - - - 14
Cha 8 +4 - - - - 12

Build Table:
CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
3 Enhanced Summoning Immediate Magic Conjuror 1 +0 +0 +0 +2 Concentration +4, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (religion) +2, Knowledge (the planes) +2, Spellcraft +4 Augment SummoningB, Combat Casting, Improved InitiativeB, MultiattackB Abrupt Jaunt, Spells
4 Enhanced Summoning Immediate Magic Conjuror 2 +1 +0 +0 +3 Concentration +5, Knowledge (arcana) +2, Knowledge (dungeoneering) +3, Knowledge (local) +2, Knowledge (nature) +3, Knowledge (religion) +2, Knowledge (the planes) +2, Spellcraft +5, Tumble +1 - -
5 Ruathar 1 +1 +0 +2 +5 Concentration +6, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (local) +3, Knowledge (nature) +2, Knowledge (religion) +3, Knowledge (the planes) +3, Spellcraft +6, Tumble +1 Knowledge Devotion Word of friendship, gift of the elves
6 Ruathar 2 +2 +0 +3 +6 Concentration +7, Knowledge (arcana) +2, Knowledge (dungeoneering) +3, Knowledge (local) +4, Knowledge (nature) +3, Knowledge (religion) +3, Knowledge (the planes) +4, Perform (sing) +1, Spellcraft +7, Tumble +2 - Low-light vision, elfwise
7 Ruathar 3 +3 +1 +3 +6 Concentration +8, Knowledge (arcana) +2, Knowledge (dungeoneering) +4, Knowledge (local) +5, Knowledge (nature) +4, Knowledge (religion) +5, Knowledge (the planes) +5, Perform (sing) +1, Spellcraft +8, Tumble +2 - Star blessing, Arvandor's grace
8 Eldritch Knight 1 +4 +3 +3 +6 Concentration +9, Knowledge (arcana) +2, Knowledge (dungeoneering) +4, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (religion) +5, Knowledge (the planes) +5, Perform (sing) +2, Spellcraft +9, Tumble +3 Arcane Strike, Two Weapon FightingB Bonus Feat
9 Eldritch Knight 2 +5 +4 +3 +6 Concentration +10, Knowledge (arcana) +3, Knowledge (dungeoneering) +4, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (religion) +5, Knowledge (the planes) +5, Perform (sing) +3, Spellcraft +10, Tumble +4 - -
10 Abjurant Champion 1 +6 +4 +3 +8 Concentration +11, Knowledge (arcana) +3, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +6, Knowledge (religion) +5, Knowledge (the planes) +5, Perform (sing) +3, Spellcraft +11, Tumble +4 - Abjurant Armor, Extended Abjuration
11 Abjurant Champion 2 +7 +4 +3 +9 Concentration +12, Knowledge (arcana) +3, Knowledge (dungeoneering) +5, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (religion) +5, Knowledge (the planes) +6, Perform (sing) +3, Spellcraft +12, Tumble +4 Quicken Spell Swift Abjuration
12 Abjurant Champion 3 +8 +5 +4 +9 Concentration +13, Knowledge (arcana) +3, Knowledge (dungeoneering) +5, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (religion) +6, Knowledge (the planes) +6, Perform (sing) +3, Spellcraft +13, Tumble +5 - -
13 Abjurant Champion 4 +9 +5 +4 +10 Concentration +14, Knowledge (arcana) +3, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (religion) +6, Knowledge (the planes) +6, Perform (sing) +3, Spellcraft +14, Tumble +5 - Arcane Boost
14 Abjurant Champion 5 +10 +5 +4 +10 Concentration +15, Knowledge (arcana) +4, Knowledge (dungeoneering) +6, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (religion) +6, Knowledge (the planes) +7, Perform (sing) +3, Spellcraft +15, Tumble +5 Improved Two Weapon Fighting Martial Arcanist
15 Eldritch Knight 3 +11 +5 +5 +11 Concentration +16, Knowledge (arcana) +5, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (religion) +7, Knowledge (the planes) +7, Perform (sing) +3, Spellcraft +16, Tumble +5 - -
16 Eldritch Knight 4 +12 +6 +5 +11 Concentration +17, Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (religion) +8, Knowledge (the planes) +8, Perform (sing) +3, Spellcraft +17, Tumble +5 - -
17 Eldritch Knight 5 +13 +6 +5 +11 Concentration +18, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (religion) +9, Knowledge (the planes) +8, Perform (sing) +3, Spellcraft +18, Tumble +5 Multivoice -
18 Eldritch Knight 6 +14 +7 +6 +12 Concentration +19, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +9, Knowledge (the planes) +8, Perform (sing) +3, Spellcraft +19, Tumble +5 - -
19 Eldritch Knight 7 +15 +7 +6 +12 Concentration +20, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (religion) +9, Knowledge (the planes) +9, Perform (sing) +3, Spellcraft +20, Tumble +5 - -
20 Eldritch Knight 8 +16 +8 +6 +12 Concentration +21, Knowledge (arcana) +14, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (religion) +9, Knowledge (the planes) +9, Perform (sing) +3, Spellcraft +21, Tumble +5 Rapid Spell -

Spoiler: Spells
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Spells Per Day (including ability modifiers):
Conjuror Cleric
CR CL 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th CL 0lvl 1st 2nd 3rd
3 1st 3+1 2+1 - - - - - - - - 5th 5 4 3 1
4 2nd 4+1 3+1 - - - - - - - - 5th 5 4 3 1
5 3rd 4+1 3+1 2+1 - - - - - - - 5th 5 4 3 1
6 4th 4+1 4+1 3+1 - - - - - - - 5th 5 4 3 1
7 5th 4+1 4+1 3+1 2+1 - - - - - - 5th 5 4 3 1
8 5th 4+1 4+1 3+1 2+1 - - - - - - 5th 5 4 3 1
9 6th 4+1 4+1 4+1 3+1 - - - - - - 5th 5 4 3 1
10 7th 4+1 5+1 4+1 3+1 2+1 - - - - - 5th 5 4 3 1
11 8th 4+1 5+1 5+1 4+1 3+1 - - - - - 5th 5 4 3 1
12 9th 4+1 5+1 5+1 4+1 3+1 1+1 - - - - 5th 5 4 3 1
13 10th 4+1 5+1 5+1 4+1 4+1 2+1 - - - - 5th 5 4 3 1
14 11th 4+1 6+1 5+1 5+1 4+1 3+1 1+1 - - - 5th 5 4 3 1
15 12th 4+1 6+1 5+1 5+1 4+1 4+1 2+1 - - - 5th 5 4 3 1
16 13th 4+1 6+1 5+1 5+1 5+1 4+1 2+1 1+1 - - 5th 5 4 3 1
17 14th 4+1 6+1 5+1 5+1 5+1 4+1 3+1 2+1 - - 5th 5 4 3 1
18 15th 4+1 6+1 5+1 5+1 5+1 5+1 3+1 2+1 1+1 - 5th 5 4 3 1
19 16th 4+1 6+1 5+1 5+1 5+1 5+1 3+1 3+1 2+1 - 5th 5 4 3 1
20 17th 4+1 6+1 5+1 5+1 5+1 5+1 4+1 3+1 2+1 1+1 5th 5 4 3 1

Commonly Memorized Cleric Spells:
0: Cure Minor Wounds x2, Detect Magic x2, Read Magic x1
1st: Lesser Vigor, Protection From Good, Resurgence x2, Sign
2nd: Aid, Close Wounds, Guidance of the Avatar
3rd: Divine Retaliation

Recommended Conjuror Spells For Spellbook: [Conjuration spells are bolded, Abjuration spells are italicized]
0: all except Enchantment and Evocation
1st: Benign Transposition, Expeditious Retreat, Feather Fall, Grease, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Mage Armor, Nerveskitter, Obscuring Mist, Protection From Good, Ray of Enfeeblement, Shield, True Strike
2nd: Alter Self, Baleful Transposition, Bladeweave, Bullís Strength, Catís Grace, Cloud of Knives, Detect Invisibility, False Life, Foxís Cunning, Glitterdust, Heroics, Mirror Image, Protection From Arrows, Resist Energy, Rope Trick, Summon Swarm, Web, Wraithstrike
3rd: Blink, Dispel Magic, Fly, Greater Magic Weapon, Haste, Magic Circle Against Good, Nondetection, Phantom Steed, Protection From Energy, Sleet Storm, Steeldance, Stinking Cloud, Summon Monster III, Tongues, Vampiric Touch
4th: Doom Scarabs, Enervation, Evardís Black Tentacles, Greater Invisibility, Greater Mirror Image, Orb of Acid/Cold/Electricity/Fire/Force/Sound, Polymorph, Shadow Conjuration, Solid Fog, Stoneskin, Summon Monster IV
5th: Break Enchantment, Cloudkill, Dismissal, Overland Flight, Shadow Evocation, Summon Monster V, Teleport, Wall of Stone, Zone of Respite
6th: Acid Fog, Disintegrate, Globe of Invulnerability, Greater Dispel Magic, Planar Binding, Repulsion, Summon Monster VI, Tenserís Transformation, True Seeing, Wall of Iron,
7th: Bite of the Werebear, Energy Immunity, Ethereal Jaunt, Greater Teleport, Ironguard, Plane Shift, Reverse Gravity, Summon Monster VII
8th: Greater Planar Binding, Iron Body, Mind Blank, Polymorph Any Object, Protection From Spells, Maze, Summon Monster VIII
9th: Black Blade of Disaster, Foresight, Gate, Mordenkainenís Disjunction, Prismatic Sphere, Shapechange, Sphere of Ultimate Destruction, Summon Monster IX, Summon Elemental Monolith, Time Stop

Spoiler: Write-up
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Racial/Template Traits:
Darkvision 60 ft, Echo Attack, Pair Link, Spell Conductor, Twins; Enhanced Attributes (+4 DC on spells, SLAs and special attacks), Spells (cast as a 5th level cleric plus 3 pseudo-domains), Reflective Hide (permanent Su spell turning effect); +5 natural armor bonus, +3 bonus on base saves (not shown on table above), Improved initiative and Multiattack as bonus feats, type changes to outsider (native)

Class Features:
Banned schools - Enchantment and Evocation; Abrupt Jaunt ACF replaces Summon Familiar, Enhanced Summoning ACF replaces Scribe Scroll as a bonus feat with Augment Summoning as a bonus feat

How It All Works:
Taman & Thoron are a set of arcane Gish twins. Early entry to Ruathar is possible through being able to cast 3rd level divine spells by virtue of the Monster of Legend Template. The Outsider type gives full martial weapon proficiency, allowing entry to both Eldritch Knight and Abjurant Champion. Multivoice is what this entry is building to all along. The hefty reqs for this feat delay getting it until CR 17. Multiattack as a bonus feat from the template along with Two-Weapon Fighting as a bonus feat from Eldritch Knight helps ease the feat tax.

CR 3-5:
The twins are a worthy encounter, even at these levels. With 5th level Cleric casting and 3rd level Conjuror casting, they are quite capable spell-slingers (the Cleric spells memorized should be tweaked at this CR to more aimed at attacking the party). Summoned creatures benefit from Augment Summoning. Abrupt Jaunt gives them solid defensive options to avoid attacks. Their AC and saves are boosted by the Monster of Legend template, which also offers Spell Turning. Grease and Glitterdust are effective de-buffs, with the DCs pumped up by Enhanced Attributes. Knowledge Devotion with an expenditure of Guidance of the Avatar can boost their melee potential, although the twins prefer to rely on spells to attack at this level. Alter Self opens up many useful Outsider forms. If they are really pressed, they can use their Echo Attack, but the payoff is quite underwhelming - if the move action could be put to better use elsewhere, they wouldn't bother with it.

CR 6-10:
Arcane Strike is a decent way to boost melee attacks - however due to the wording of the feat, it may be restricted to a single weapon of one twin. Stinking Cloud and Evard's Black Tentacles can be devastating de-buffs/area control, with high save DCs. Two Weapon Fighting, while mainly there as a req for Multivoice, can be effective when used in a Haste boosted full attack from both twins - I'd recommend a two-hander combined with armor spikes. Combos well with Knowledge Devotion. The twins can Gish it up with more confidence.

CR 11-15:
Automatic swift casting of Abjurations is a welcome addition, and helps with action economy against enemies - as does Quicken Spell. Cloudkill and Acid Fog are powerful area attacks. With an impressive Con modifier, the twins are well equipped to go toe to toe, and the above mentioned Arcane Strike and/or Knowledge Devotion combos can now utilize Improved Two Weapon Fighting as well, for an extra attack in a sequence.

CR 16-20:
This is what it's all been building to: Mutlivoice. Throwing two powerful spells per round can even the odds in any encounter. Three spells if a Quicken or swift abjuration is in the mix. Rapid Spell can bring summoned allies into a fight more quickly. Imagine facing down an Elemental Monolith while being hit with Sphere of Ultimate Destruction! Taman and Thoron hit BAB +16 and 9th level spells: the standard for any true Gish, but with added action economy. The DC of spells that allow a save (before any Enhancement or Inherent bonuses to Int) is spell level + 9. The sweet spot of CR 18 falls here (Multivoice and 8th level spells should challenge any party, even those with tier one casters).

Recommended Gear:
Ability boosters (Int and Con primarily); armor with 0 ASF and 0 armor check penalty (+1 twilight mithril chain shirt with armor spikes, for instance); some kind of two-hander melee weapons; a Blessed Book; wands/scrolls of favored spells.

Use In Campaign:
The backstory and motivation of the twins is intentionally vague - they can be the ultimate BBEG of a game, or alternatively, they might by the champions of a greater being (an evil god, archfiend or elder evil, perhaps - the Monster of Legend template implies that a greater power has a hand in the creation of these creatures). As with any full arcane caster, they can operate both as a face to face adversary, or a manipulator (although the twins lend themselves to direct combat over subterfuge).

Creator's note: I'll be very surprised if this is the only Dvati entry this round, but hopefully it's the only Dvati Monster of Legend Gish entry!

Sources: [items not specifically called out here can be found in the core books/SRD]
Artwork: a digital manipulation of original artwork by Emiliano Petrozzi
Complete Arcane: Various spells
Complete Champion: Knowledge Devotion, various spells
Complete Divine: Rapid Spell
Complete Mage: Abjurant Champion, various spells
Complete Warrior: Arcane Strike
Dragon Magazine Compendium: Dvati
Monster Manual II: Monster of Legend
Online: Guidance of the Avatar
Player's Handbook II: Immediate Magic, various spells
Races of the Wild: Ruathar
Savage Species: Multivoice
Spell Compendium: various spells
Unearthed Arcana: Enhanced Summoning Conjuror variant