ZEPE

 

Medium Humanoid (Human)
Wizard 12th / Puppet Master 5th

Hit Dice:

12d4+24 (77 hp)

Initiative:

+5

Speed:

30 ft. (6 squares)

Armor Class:

16 (+1 Dex, +2 deflection, +3 natural), touch 13, flat-footed 15

Base Attack/Grapple:

+9/+12

Attack:

+3 dagger +15 melee (1d4+6) or masterwork light crossbow +10 ranged (1d8/19-20)

Full Attack:

+3 dagger +15/+10 melee (1d4+6) or masterwork light crossbow +10/+5 ranged (1d8/19-20)

Space/Reach:

5 ft. / 5 ft.

Special Attacks:

Spells

Special Qualities:

Construct companions, pull the strings, master of the craft, enhanced intelligence, wrest control, summon familiar, scribe scroll

Saves:

Fort +13, Ref +9, Will +18

Abilities:

Str 17, Dex 12, Con 15, Int 26, Wis 13, Cha 18

Skills:

Concentration +20. Craft (alchemy) +15, Craft (sculpture) +26, Craft (woodcarving) +24, craft (stonework) +24, Diplomacy +6, Forgery +2, Gather Information +8, Knowledge (arcana) +26, Ride (griffon) +6, Scry +10, Swim +23

Feats:

Craft Magic Arms And Armor, Craft Wondrous Item, Spell Penetration, Improved Initiative, Iron Will, Maximize Spell, Quicken Spell, Spell Focus (Enchantment), Greater Spell Focus (Enchantment)

Origin:

Catemar

Organization:

None

Challenge Rating:

17

Treasure:

See below

Alignment:

Neutral

Advancement:

142, 825 XP

 

 

 

Possessions: Amulet of Natural Armor +3, Ring of Protection +2, Cloak of Resistance +3, Figurine of Wondrous Power (Bronze Griffon), Figurine of Wondrous Power (pair of golden lions), Figurine of Wondrous Power (Marble Elephant), Wand of Detect Magic (32 charges), Ring of Mind Shielding,  Scroll (Hold Monster, Veil, Summon Monster IV, Deafness; 16th Caster Level), Scroll (Displacement, Undetectable Alignment; 17th caster level), Spelljamming Helm (tiny); Manual of Stone Golems, Animated Floaties (+20 to swim)

 Zepe is a 5'6" human from the city of Catemar.  Weighing 168 pounds, he is now aged 37 and has worked most of his life for the Construct Master Tebe Kron. Zepe comes from House Morrell, a once prominent wizard House that fell from favor just before Zepe was born.  He never knew his father, for the Archmage Dwalambre of House Morrell was put to death for treason against Catemar the very day of Zepe's birth.  Zepe has recently taken up with the Replacer and his crew.

 COMBAT

Spells:  Zepe can cast Arcane Spells.  He typically prepares:


Construct Companions (Su): Zepe can animate one object with this ability.  The construct can have up to two Hit Dice and acts in all other ways like a construct that the puppet master created.  This construct is animated instantly and requires neither gold nor XP to create.  This construct can be destroyed, but the puppet master can immediately replace it by animating any other object in the same fashion.

Pull the Strings (Su): Twice per day, Zepe can attempt to make a connection with a living being similar to the one he has with his constructs.  This ability functions exactly like the dominate monster spell as cast by an 18th level sorcerer.

Master of the Craft: Zepe's affinity for and innate understanding of constructs results in an amazing ability to create constructs quickly and cheaply.  As a result, the time, gold cost, and XP cost for the creation of constructs is reduced by 30%.

Enhanced Intelligence: Zepe gained a +4 legendary bonus to his Intelligence.

Wrest Control (Su): Five times per day, Zepe can take control of a construct that he can see.  The character must take a standard action to exert a mental effort focused on taking control of the targeted construct.  The construct then makes a Will save (DC 20) to resist the control.  If the construct's creator still lives, he can substitute his Will save for that of the construct, and if the construct has a focus, it gains a +4 bonus to its save.  If the save fails, Zepe gains control of the construct for 24 hours, after which time it reverts to its original state.