Judgement Day Villains


log in or register to remove this ad

Code:
Gwynneth Quaveryth
Human Evoker/Elemental Savant (Air) 10/20
Medium-size Elemental

-----------------------------------------------------------
ABILITY SCORES:
Str 19 (+4) (Base 8, Inherent 5, +6 enchantment)
Dex 22 (+6) (Base 11, Inherent 5, Enchantment 6)
Con 26 (+8) (Base 15, Inherent 5, Enchantment 6)
Int 42 (+16) (Base 18, Inherent 5, Level 7, Enchantment 12)
Wis 24 (+7) (Base 13, Inherent 5, Enchantment 6)
Cha 26 (+8) (Base 15, Inherent 5, Enchantment 6)

-----------------------------------------------------------
SKILLS: (254 skill points)
Concentration +46 (33 ranks, 8 con, +5 luck)
Spellcraft +54 (33 ranks, 16 int, +5 luck)
Craft (Alchemy) +54 (33 ranks, 16 int, +5 luck)
Knowledge (Arcana) +54 (33 ranks, 16 int, +5 luck)
Knowledge (Religion) +54 (33 ranks, 16 int, +5 luck)
Knowledge (The Planes) +54 (33 ranks, 16 int, +5 luck)
Knowledge (History) +54 (33 ranks, 16 int, +5 luck)
Knowledge (Nobility) +44 (23 ranks, 16 int, +5 luck)

-----------------------------------------------------------
FEATS:
Level 1 - Spell Focus (Evocation)
Human Bonus - Practiced Spellcaster (Wizard) (CA)
Level 3 - Arcane Mastery (CA)
Wizard Bonus - Maximize Spell
Level 6 - Energy Substitution (Lightning) (CA)
Level 9 - Energy Admixture (Lightning) (CA)
Wizard Bonus - Quicken Spell
Level 12 - Born of Three Thunders (CA)
Level 15 - Twin Spell (CA)
Level 18 - Chain Spell (CA)
Level 21 - Improved Spell Capacity (ELH)
Savant Bonus - Improved Spell Capacity (ELH)
Level 24 - Enhance Spell (ELH)
Level 27 - Improved Metamagic (ELH)
Savant Bonus - Improved Metamagic (ELH)
Level 30 - Improved Metamagic (ELH)

-----------------------------------------------------------
CLASS FEATURES:
Familiar - As Wizard 10
Specialist - Cannot cast Illusion and Enchantment, gains 1 extra spell per spell level which has to be an Evocation
Elemental Specialty - All energy spells automatically become lightning
Energy Penetration +8 - +8 caster level to penetrate spell resistance with lightning spells
Energy Focus +4 - +4 DC to resist lightning spells (as Spell Focus)
Elemental Perfection - Type is elemental and has immunity to poison, sleep, paralysis and stunning. Not subject to critical hits and flanking. Does not need to eat, sleep or breathe. Also has Darkvision 60 ft. Also immune to lightning damage. Fly 100 ft (Perfect), Air Mastery, Whirlwind (DC 20+Con mod), 2 Slams 1d6 damage

-----------------------------------------------------------
ITEMS:
Headband of Epic Intellect +12 - +12 enchantment bonus to Intelligence (1,440,000)
Vest of the Archpriest - +6 enchantment bonus to Wisdom and Charisma (108,000)
Belt of Mighty Prowess - +6 enchantment bonus to Strength and Constitution (108,000)
Boots of Swiftness - +6 enchantment bonus to Dexterity, speed doubles, gives evasion as rogue, +20 competence on balance, climb, jump and tumble checks, 3/day can haste for 20 rounds. (256,000)
Rod of Excellent Magic - Gives 2000 xp per day to be used for spell casting purposes (650,000)
Cloak of Resistance +5 - Gives +5 resistance bonus to all saves. (25,000)
Ring of Protection +5 - +5 deflection bonus to AC (50,000)
Amulet of Natural Armor +5 - +5 natural bonus to AC (50,000)
Bracers of Armor +8 - 8 armor bonus to AC (64,000)
Rod of Greater Empower Metamagic x2 - Allows 3 uses of Empower Spell per day each on any level spell (146,000)
 Rod of Greater Extend Metamagic x2 - Allows 3 uses of Extend Spell per day each on any level spell (49,000)
Ring of Spell Turning - 3/day reflects 9 levels of spells upon caster (98,280)
30 inherent increases (825,000)
Adamantine Dagger +2 (11,000)
Rich Green Star Ioun Stone - +5 luck bonus to saves, skills and checks (500,000) (LoD)
Pale Green Prism Ioun Stone - +5 competence bonus to saves, attack rolls, checks (500,000) (LoD)
Orange Prism Ioun Stone - +1 caster level (30,000)
Vibrant Purple Ioun Stone x3 - Stores 3 levels of spells (108,000) (Currently stored: 1: Magic Missile (Quickened, Maximized), 2: Shield, See Invisibility, 3: Magic Missile x3)
91,000 gp of random components and treasure

-----------------------------------------------------------
BASIC INFO
HD: 10d4+20d4+240 (331 hp)
AC: 34 (Base 10, Armor 8, Deflection 5, Natural Armor 5, Dexterity 6), Flatfooted 28, Touch 21

Attacks
Base Attack: +15/+10
Melee: +24
Dagger: 26 (1d4+6 damage)
Ranged: +26

Saves:
Fortitude: +34 (+6 base, +8 con, +5 competence, +5 luck, +5 resistance, +5 epic)
Reflex: +32 (+6 base, +6 dex, +5 competence, +5 luck, +5 resistance, +5 epic)
Will: +41 (+14 base, +7 wis, +5 competence, +5 luck, +5 resistance, +5 epic)

-----------------------------------------------------------
SPELLS:
Wizard spells (Caster level 31): 4+1/8+1/8+1/8+1/8+1/7+1/7+1/7+1/7+1/6+1/2+1/2+1
Save DC: 26+spell level by default. +4 DC for electricity spells, +1 DC for Evocation spells
Spellbook: Holds all non-enchantment, non-illusion spells from Player's Handbook and the following: 
1 - Lesser Orb of Lightning (CA); 
2 - Fireburst (CA); 
3 - Greater Mage Armor (CA); 
4 - Anticipate Teleportation (CA), Orb of Lightning (CA), Assay Resistance (CA); 
5 - Arc of Lightning (CA), Fiendform (CA); 
7 - Energy Immunity (CA); 
8 - Greater Anticipate Teleportation (CA), Heart of Stone (CA); 

Spells memorized - All energy spells are memorized as Electrical versions by use of Energy Substitution and with the Born of Three Thunders metamagic effect added
0 - Detect Magic x3, Flare x1, Prestidigation x1
1 - Shield x4, Magic Missile x5
2 - True Strike (Quickened) x5, Magic Missile (Twinned) x2, See Invisibility x2
3 - Dispel Magic x2, Magic Circle against Good x2, Magic Missile (Twinned, Maximized) x5
4 - Stoneskin x2, Magic Missile (Twinned, Quickened, Maximized) x2, Assay Resistance x4, Detect Scrying x1
5 - Lightning Bolt (Chained, Enhanced) x4, Rary's Telepathic Bond x1, Baleful Polymorph x2, Break Enchantment x1
6 - Lightning Bolt (Chained, Enhanced, Quickened) x4, Greater Dispel Magic x2, True Seeing x2
7 - Greater Teleport x2, Mordenkainen's Magnificent Mansion x1, Energy Immunity x5
8 - Greater Anticipate Teleport x1, Mind Blank x1, Lightning Bolt (Chained, Energy Admixtured, Quickened, Maximized, Enhanced) x1, Chain Lightning (Maximized, Enhanced) x1, Disintegrate (Twinned, Chained) x2, Spell Turning (Maximized) x1, Polymorph Any Object x1
9 - Mordenkainen's Disjunction x1, Gate x1, Chain Lightning (Maximized, Enhanced, Energy Admixtured) x3, Disintegrate (Twinned, Chained, Maximized) x2, Shapechange x1
10 - Chain Lightning (Maximized, Enhanced, Energy Admixtured, Twinned) x1, Gate (Quickened) x1, Mordenkainen's Disjunction (Quickened) x1
11 - Chain Lightning (Maximized, Enhanced, Energy Admixtured, Twinned, Quickened) x1, Polar Ray (Energy Admixtured, Maximized, Twinned) x2

-----------------------------------------------------------
EPIC ELEMENTAL SAVANT
Following guidelines from Complete Arcane for Epic level advancement;
Spellcasting - Gains +1 caster level on all levels except those ending in 5 and 0.
Energy Focus - Gains Energy Focus +1 on levels ending in 5 and 0
Energy Penetration - Gains Energy Penetration +2 on levels ending in 3 and 8.
Bonus Feat - Once per 4 levels
Progression - 10-20
13 - Energy Penetration +6
14 - Bonus Feat
15 - Energy Focus +3
18 - Energy Penetration +8, Bonus Feat
20 - Energy Focus +4

Sources:
LoD: Lords of Darkness - Larloch entry page 161-162
CA: Complete Arcane
ELH: Epic Level Handbook
 
Last edited:

Aethan the Nighthaunt

Code:
[B]Name:[/B] Aethan the Nighthaunt
[B]Class:[/B] Cleric 23 / Heirophant 2
[B]Race:[/B] Ghostly Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NE
[B]Deity:[/B] Jemal

[B]Str:[/B] 16 +3  (4p  +4 Inh)                [B]Level:[/B] 25     [B]XP:[/B] 425,002
[B]Dex:[/B] 24 +7  (6p  +4 Inh +6 Enh)         [B]BAB:[/B] +17      [B]HP:[/B] 175 (25d12)
[B]Con:[/B] -- --                              [B]Grapple:[/B] +20     
[B]Int:[/B] 18 +4  (6p  +4 Inh)                [B]Speed:[/B] Fly 60'       
[B]Wis:[/B] 35 +12 (16p +5 Inh +6 Enh +6 Lvl)  [B]Init:[/B] +7        
[B]Cha:[/B] 30 +10 (8p  +5 Inh +6 Enh +4 Rac)  [B]ACP:[/B] -0         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +0    +7    +0    +0    +10   32
[B]Touch:[/B] 24              [B]Flatfooted:[/B] 25

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                     16    --    +5   +21
[B]Ref:[/B]                       8    +7    +5   +20
[B]Will:[/B]                     16   +12    +5   +33

[B]Weapon                  Attack   Damage     Critical[/B]
Touch                     +19     1d4          20x2

[B]Languages:[/B] Abyssal, Common, Infernal

[b]Ghost Features:[/b]
  Add Cha bonus to AC (Deflection)
  Draining Touch(Su)
  Malevolence(Su)     Will Negates, DC 25
  Manifestation(Su)
  Rejuvenation(Su)
  Telekinesis(Su)
    Sustained Force:  375lbs, Will Negates, DC 25
    Combat Maneuver:  +35 (Grapple/Disarm/Bull Rush)
    Violent Thrust:   250', Will Negates, DC 25
  Turn Resistance(Ex) +4 (+9 Total)

[B]Class Features:[/B] 
  Divine Reach 60'
  Domains: Destruction, Trickery
  Rebuke Undead (13/day)

[b]Special Qualities from Items[/b]
  Double-speed (from 30' to 60')
  DR 15/Adamantine
  Evasion
  Freedom of Movement
  Resistance 30 to all Energy types
  Turn Resistance +4 (+9 Total)
  
[B]Feats:[/B] 
  Divine Metamagic   (Maximize Spell)
  Domain Spontaneity (Destruction Domain)
  Empower Spell
  Eschew Material Components
  Quicken Spell
  Maximize Spell
  Widen Spell

[b]Epic Feats:[/b]
  Ignore Material Components
  Improved Spell Capacity
  Improved Spell Capacity
  Undead Mastery

[B]Skill Points:[/B] 125(125)       [B]Max Ranks:[/B] 28
[B]Skills                  Ranks  Mod  Misc  Total[/B]
  Bluff                    5   +10          +15
  Concentration           15   +10          +25
  Diplomacy                5   +10    +4    +19
  Hide                     4    +7    +8    +19
  Kn(Arcana)              11    +4          +15
  Kn(Religion)            11    +4          +15
  Kn(Planes)              10    +4          +14
  Listen*                  5   +12    +8    +25
  Search*                       +4    +8    +12
  Sense Motive*            8   +12          +20 
  Spellcraft              28    +4    +0    +32
  Spot*                    5   +12    +8    +25

*Cross-Class skill

[B]Equipment:                       Cost  Weight[/B]

  Darkskull                  60,000gp
  3x Tome +4 (Str/Dex/Int)  330,000gp
  2x Tome +5 (Wis/Cha)      274,000gp
  Gate Key                  378,000gp
  Pearl of Power 9 x3       243,000gp
  Pearl of Power 8 x4       256,000gp

  Bracers of Armor +8        64,000gp
  Boots of Swiftness        256,000gp
  Cloak of Cha +6            36,000gp
  Mantle of Epic SR         290,000gp
  Phylactery of Wis +6       36,000gp
  Ring of Sequestering      300,000gp
  Ring of Three Wishes       97,950gp
  Vest of Resistance +5      25,000gp

  Customized items (details below)
  [1]Metamagic Rod          498,500gp
  [2]Restless Rod           925,000gp
  [3]Ring of Defense        937,420gp
  [4]Talisman of Resistance  22,000gp
  

Total                     4,961,870gp

[1]Metamagic Rod            498,500gp
As:
Rod of Greater Quicken      170,000gp
Rod of Greater Mazimize     121,500gp x1.5
Rod of Greater Empower       73,000gp x1.5
Rod of Greater Silent        24,500gp x1.5

[2]Restless Rod
As:
Rod of Restless Death       925,000gp
Rod of Absorption            50,000gp x1.5
Rod of Absorption            50,000gp x1.5
Rod of Absorption            50,000gp x1.5
Rod of Absorption            50,000gp x1.5

[3]Ring of Defense          937,420gp
As:
Ring of Ironskin            400,000gp
Ring of Univ Gr Resist      308,000gp +22,000gp*
Ring of Spell Turning        98,280gp x1.5
Ring of Freedom of Movement  40,000gp x1.5

[4]Talisman of Resistance    22,000gp
As:
Cloak of Turn Resistance     11,000gp x2 (Slotless)

*Four of the five Greater Energy Resist abilities included in the ring
have already included the x1.5 modifier.  The +22k adds it into the fifth.

[B]Total Weight:[/B]__lb      [B]Money:[/B]  __pp  __gp  __sp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 __    __   ___   ___   ___


[b]Spells/Day:	0    1    2     3    4    5    6    7    8    9    10   11[/b]
                6+0  5+3  5+3   5+3  5+3  5+3  4+2  4+2  4+2  4+2  1+1  1+1

[b]Prepared Spells:[/b]
  Lvl  0:  Create Water x2, Detect Magic x4

  Lvl  1:  Command, Divine Favor x3, Entropic Shield x2, Obscuring Mist
           Sanctuary, 
           (D)ILW

  Lvl  2:  Desecrate x2, Gentle Repose, Hold Person x2, Make Whole
           Shatter, Silence
           (D)Invisibility

  Lvl  3:  Animate Dead x2, Bestow Curse x2, Blindness/Deafness, 
           Contagion, Invisibility Purge, Speak with Dead
           (D)Nondetection

  Lvl  4:  Discern Lies, Dismissal x2, Sending x3, Tongues x2
           (D)Confusion

  Lvl  5:  Break Enchantment, Flame Strike, Greater Command, Slay Living
           True Seeing x2, Unhallow, Wall of Stone
           (D)False Vision

  Lvl  6:  Animate Objects, Banishment, Geas, Greater Dispel, Heal, Word of Recall
           (D)Harm

  Lvl  7:  Blasphemy, Empowered Flame Strike,  Greater Scrying, 
           Quickened ISW, Quickened Invis Purge, Repulsion
           (D)Screen

  Lvl  8:  Discern Location, Empowered Forbiddance, Firestorm, 
           Greater Spell Immunity, Mass ICW, Widened Unhallow
           (D)Poly Any Object

  Lvl  9:  Implosion, Maximized Greater Glyph, Miracle, Storm of Vengeance, 
           Summon 9, True Res
           (D)Time Stop

  Lvl 10:  Empowered Fire Storm, Empowered Mass ICW
           (D)Quickened Harm

  Lvl 11:  Quickened Destruction, Maximized Fire Storm
           (D)Widened Earthquake

[B]Age:[/B] Unknown
[B]Height:[/B] 5'8"
[B]Weight:[/B] 175lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Dark Brown
[B]Skin:[/B] Pale

Created Gates: (via Gate Key)
[sblock]
Code:
Nerezzo (Negative Plane) to 1st Layer (Abyssal Plane)

Nerezzo (Negative Plane) to ???       (Astral Plane)

Nerezzo (Negative Plane) to Almanion  (Material Plane)
Nerezzo (Negative Plane) to Derafia   (Material Plane)
Nerezzo (Negative Plane) to Flynn     (Material Plane)
Nerezzo (Negative Plane) to Hezebron  (Material Plane)
Nerezzo (Negative Plane) to Villin    (Material Plane)

Nerezzo (Negative Plane) to ???       (Shadow Plane)
[/sblock]

Undead Minions:
Code:
  via [i]Animate Dead[/i] (100hd)
    Skeletal Dire Tiger (8hd) x12

  via [i]Rod of Restless Death[/i] (42hd)
    Skeletal Young Adult Red Dragon x2

  via [i]Undead Mastery[/i] (290hd)
    Devourer     (12hd)   x4
    Dread Wraith (16hd)  x12
    Mummy        ( 8hd)   x6

Undead Traits:
[sblock]
No Con score
Darkvision 60'

Immunity to all mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects)

Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects

Not subject to critical hits, nonlethal damage, ability drain, or energy drain.

Immune to damage to its physical ability scores, as well as to fatigue and exhaustion effects.

Negative energy (such as an inflict spell) can heal undead creatures.

Immunity to any effect that requires a Fortitude save
(unless the effect also works on objects or is harmless)

Undead do not breathe, eat, or sleep.
[/sblock]

Clerical Domains:
[sblock]
DESTRUCTION DOMAIN
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
Destruction Domain Spells
1 Inflict Light Wounds
2 Shatter
3 Contagion
4 Inflict Critical Wounds
5 Inflict Light Wounds, Mass
6 Harm
7 Disintegrate
8 Earthquake
9 Implosion

TRICKERY DOMAIN
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Trickery Domain Spells
1 Disguise Self
2 Invisibility
3 Nondetection
4 Confusion
5 False Vision
6 Mislead
7 Screen
8 Polymorph Any Object
9 Time Stop
[/sblock]

Background:
[sblock]
Death is not the end. For those with enough strength, it is but a beginning.
The strength of purpose required to transcend death can come from many sources; Love, Honor, Devotion, Greed, even Fear can be strong enough.

For Aethan, it was Hate.

As he lay, broken and dying by the side of the road, he had a vision. A tall pale human, sharp in his minds eye as the pain-streaked world around him grew fuzzy and dark, spoke.

"Serve me, and vengeance will be yours to be taken. Power and Immortality will be yours."

Desiring vengeance at any cost, even that of his soul, Aethan responded "I will serve".

The figure stretched out his hand and a crackling blackness and he knew no more.

Three nights later, the new moon at its zenith, Aethan's shade rose from the tattered and chewed remains of his body; and he went hunting.

Decades later, Aethan still serves Jemal. Having risen to a position of prominence among Jemal's clergy, he oversees the temple at the heart of the necropolis Nerezzo; frequently leading attacks against the living inhabitants of the material plane.
[/sblock]
 
Last edited:

Code:
Alosat the Protean
Medium Humanoid (Human, Shapechanger)
Male Human
Ex-Monk 1/Wizard 5/Mindbender 1/Ur-priest 2/Mystic Theurge 10/Hierophant 1/Master Transmogrifist 10
Alignment: Neutral Evil
 
Unmodified stats, 40pb:
 
Str 9, Dex 8, Con 13, Int 18, Wis 17, Cha 13
 
Modified stats:
 
+5 Inherent Bonus, +6 Enhancement Bonus on all stats, +7 Level bonus on Int.
 
Build order:
 
Monk Able Learner, Iron Will, Stunning Fist
Wizard (Diviner, banned school Illusion)
Wizard Spell Focus (evil)
Wizard
Wizard
Wizard Eschew Material, Extend Spell
Mindbender
Ur-priest
Ur-priest Practiced Spellcaster (Wizard)
Mystic Theurge
Mystic Theurge
Mystic Theurge Arcane Strike
Mystic Theurge
Mystic Theurge
Mystic Theurge Extraordinary Spell Aim
Hierophant (ability: metamagic) Persistent spell
Master Transmogrifist
Master Transmogrifist Divine Metamagic (persistent)
Master Transmogrifist
Master Transmogrifist
Mystic Theurge Improved Spell Capacity (Wizard)
Mystic Theurge
Mystic Theurge
Mystic Theurge Permanent Emanation (Antimagic)
Master Transmogrifist
Master Transmogrifist
Master Transmogrifist Spell Stowaway (Timestop)
Master Transmogrifist
Master Transmogrifist
Master Transmogrifist Ignore Material Components
 
 
Str: 20 +5
Dex: 19 +4
Con: 24 +7
Int: 36 +13
Wis: 28 +9
Cha: 24 +7
 
HD: 1d8+ 5d4 + 1d4 + 2d8 + 1d8 + 10d4 + 10d4 (101) +210
HP: 311
Initiative: +4
Speed: 60 ft (Boots of Swiftness)
AC:10 +5 Deflection +1 Insight +4 Dex +8 Armor +9 Wis +1 Monk +5 Natural (enh) = 43, Flat-footed 43 (robe of eyes), Touch 30
BAB:+8 +5epic
 
 
Attacks:
Attack bonuses: Bab +8, +5 epic, +1 competetence, +5 weapon, +5 strength
 
+5 Vile Ghost-touch Magebane Wounding Unarmed Strike:
 
+25/+20(1d8+10 (+5 Strength +5 Enhancement), +2 Vile damage, +1 Con damage, +2/+2d6 vs mages)
 
Saves:
Fort: 10 +5 Epic +7 Con +10 Resistance +1 Luck +1 Competence = 34
Ref: 6 +5 Epic +4 Dex +10 Resistance +1 Luck +1 Competence = 27
Wil: 22 +5 Epic +9 Wis +10 Resistance +1 Luck +1 Competence = 48
 
Special Qualities:
Darkvision 120ft, See invisible/ethereal 120ft.
Evasion: take no damage from Reflex-half spells if successfully save.
+1 attack (as if hasted) from Bracers of Quick Strike.
1/day, reroll one saving throw.
 
Proficiencies: Alosat is proficient with all simple weapons and monk weapons, but not with armor or shields.
 
Languages: Common, Draconic, Infernal, Abyssal, Celestial, Elven, Terran
 
Skills: 284 points, 4x9 at first level
 
Ranks:
spellcraft 33
bluff 33
disguise 33
concentration 33
sense motive 33
diplomacy 33
Knowledge Arcana 10
Knowledge Religion 10
Knowledge Planes 8
Intimidate 4
Know Nobility 5
Use Magic Device 16
Listen 33
Note: Able Learner lets you purchase cross-class skills at class skill prices
 
Synergies:
 
+2 Spellcraft from Know(A)
+2 Diplomacy from Know(N)
+2 Turning checks against Undead from Know(R)
+4 UMD checks against scrolls from Spellcraft
+4 Diplomacy, Intimidate, Sleight of Hand and Disguise from Bluff
+4 Diplomacy from Sense Motive
+2 Spellcraft checks against scrolls from UMD
 
Modified Skills:
Listen: 33 + 9Wis + 1 Comp + 1 Luck +3 Familiar +2 Alertness= 49
Concentration: 33 + 7Con + 5 Comp +1 Luck = 46
Knowledge (Arcana): 10 + 13Int + 1 Comp + 1 Luck = 25
Knowledge (Religion): 10 + 13Int + 1 Comp + 1 Luck = 25
Knowledge (Planes): 8 + 13Int + 1 Comp + 1 Luck = 23
Knowledge (Nobility): 5 + 13Int + 1 Comp + 1 Luck = 20
Spellcraft: 33 + 13Int + 2Syn + 1 Comp + 1 Luck = 50, 52 vs Scrolls
Sense Motive: 33 + 9Wis + 1 Comp + 1 Luck +10 Insight = 54
Bluff: 33 + 7Cha + 10Comp + 1 Luck = 51
Diplomacy:33 + 7Cha + 10Syn + 10 Comp + 1 Luck = 61
Disguise:33 + 7Cha + 4Syn + 1 Comp + 1 Luck = 46
Intimidate:4 + 7Cha + 4Syn + 1 Comp + 1 Luck = 17
Use Magic Device:16 + 7Cha + 1 Comp + 1 Luck = 25, 29 vs Scrolls
 
Untrained Skills:
Balance +20comp +1luck +4dex = 25
Climb +20comp +1luck +5str = 26
Jump +20comp +1luck +5str = 26
Tumble +20comp +1luck +4dex = 25
Search +10comp +1luck +13int = 24
Spot +10comp +1luck +9wis +2 Alertness = 22
Perform(sing) +10 comp +1luck +7cha = 18
 
 
Master Transmogrifist Favored Forms:
 
pseudo-humanoid:
White Slaad 24hd [elh]
Chronotyryn 17hd [FF]
Zodar [FF] 16hd
Twelve-Headed Pyrohydra 12hd
Gloom 25hd [elh]
 
nonhumanoid:
Elder Night Twist [MMIII] 25hd
Dream Vestige [libris mortis] 17hd
 
---
Spells in constant (or almost constant) effect:
 
Extended Shapechange - 9 hours: (recast when time runs out, kept up for 18 hours/day)
Persistent Wraithstrike: all attacks count as incorporeal touch attacks
Persistent Greater Visage of the Deity (good) (DMet)
- +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha
- SR 25
- DR 10/magic
- +4 save vs poison
- immunity to disease
- Resist Energy 10 vs acid, cold, electricity
- Low-light vision
- +1 stackable bonus to natural armor
- Feathered wings, fly at twice normal speed (maneuverability Good): (60ft +30 enh = 90ft)
Persistent Divine Favor: +6 Luck to Attack and Damage
Persistent Divine Power (DMet): BAB =20, +6 enhancement to Str
Persistent Shield: +4 Shield bonus to AC.
Mind Blank: immune to divination and mind-affecting effects
Moment of Prescience: +25 Insight to any single attack roll, opposed check, saving throw, or AC
Extended Foresight (recast with Pearl of Power when time runs out, 18h/day):
sixth sense to impending danger, never surprised or flat-footed. +2 Insight to AC and Reflex.
 
Permanent spell effects:
 
Arcane sight
Comprehend languages
Darkvision
Detect magic
Read magic
See invisibility
Tongues
Resistance
Greater Magic Fang (all natural weapons +1 option, cast with scroll and UMD)
 
XP costs absorbed by Rod of Excellent Magic
 
 
Modified Combat Stats when under these effects:
 
Str: 24 +7
Dex: 21 +5
Con: 28 +9
Int: 38 +14
Wis: 32 +11
Cha: 28 +9
 
HD: 1d8+ 5d4 + 1d4 + 2d8 + 1d8 + 10d4 + 10d4 (101) +270
HP: 371
Initiative: +5
Speed: 60 ft (Boots of Swiftness), fly 90ft (good maneuverability)
AC:10 +5 Deflection +2 Insight +5 Dex + 8 Armor +11 Wis +1 Monk +1 Natural +5 Natural (enh) +4 Shield 
	 = 52, Flat-footed 52 (robe of eyes), Touch 34, Incorporeal Touch 38
BAB:+20 +5epic
 
Attacks:
Attack bonuses: Bab +20 +5 epic +1 competetence +5 enhancement +7 strength +6 Luck
 
+5 Vile Ghost-touch Magebane Wounding Unarmed Strike (Necklace of Natural Weapons) +44/+39/+34/+29
(1d8+18(+7 Strength +5 Enhancement +6 Luck), +2 Vile damage, +1 Con damage, +2 attack and +2d6 vs mages, strikes as touch attack, Flurry at -2 penalty.)
 
Saves:
Fort: 10 +5 Epic +9 Con +10 Resistance +1 Luck +1 Competence = 36
Ref: 6 +5 Epic +5 Dex +10 Resistance +1 Luck +1 Competence +2 Insight = 30
Wil: 22 +5 Epic +11 Wis +10 Resistance +1 Luck +1 Competence = 50
 
Skills: modify for higher stats.
 
Special Qualities:
 
- SR 25
- DR 10/magic
- +4 save vs poison
- immunity to disease
- Resist Energy 10 vs acid, cold, electricity
- Low-light vision
- Darkvision 120ft, See invisible/ethereal 120ft. Retain dex when 
- Never surprised/flat-footed (Foresight)
- Evasion
- 1/day, reroll one saving throw.
- +3 to level for turn/rebuke
- Mindblanked
- All strikes as touch attacks
 
Spells per Day:
 
Arcane:
 
base: 4/4+1/4+1/4+1/4+1/4+1/4+1/4+1/4+1/4+1/1+1
bonus: 0/4/4/3/3/3/3/2/2/2/2
total: 4/8+1/8+1/7+1/7+1/7+1/7+1/6+1/6+1/6+1/3+1
 
Caster level 28 (incl. Ioun Stone, Ring of Arcane Might)
Save DC = 24 + Spell Level
 
Divine:
 
base: 6/5/5/4/4/4/4/3/2/1
bonus: 0/3/3/3/2/2/2/2/1/1
total: 6/8/8/7/6/6/6/5/3/2
 
Caster level 22 (incl. Ioun Stone)
Save DC = 21 + Spell Level
 
---
Spells Commonly Memorized:
 
Arcane 10: Extended Timestop x2, Extended Gate, Extended Foresight [specialist][spent]
Arcane 9: Shapechange x2[one spent], Mordenkainen's Disjunction x2, Wail of the Banshee, Time Stop, Hindsight(CAdv) [specialist]
Arcane 8: Mind Blank[spent], Polymorph Any Object, Horrid Wiltingx2, Polar Ray, Persistent Wraith Strike (CAdv) [spent], Moment of Prescience[specialist][spent]
Arcane 7: Avasculate x2 (LibMor), Persistent Shield [spent], Greater Teleport, Forcecage x2, Greater Arcane Sight[specialist]
Arcane 6: Wall of Iron, Antimagic Field x2, Contingency, Bigby's Forceful Hand, Teleport x2, Analyze Dweomer [specialist]
Arcane 5: Wall of Force, Cacophonic Burst (LibMor), Reciprocal Gyre (CArc), Nightstalker's Transformation(CAdv), Freezing Fog (CArc),
	 Wall of Stone, [empty slot], Telepathic Bond[specialist]
Arcane 4: Resilient Sphere x2, Dimension Door, Anticipate Teleportation (CArc), Burning Blood x2 (CArc), Dimensional Anchor, Scrying[specialist]
Arcane 3: Bands of Steel x2 (CArc), Fireball, Greater Magic Weapon, Wind Wall, Haste x2, Clairaudience/Clairvoyance[specialist]
Arcane 2: Earthen Grip (CArc), Scorching Ray x2, Acid Arrow, Scent (CDiv), Gust of Wind, Sadism x2, Detect Thoughts[specialist]
Arcane 1: True Strike, Unseen Servant x2, Sniper's Shot (CAdv), Magic Missile x2, Benign Transposition(MinHB) x2, Identify[specialist]
Arcane 0: Mage Hand, Prestidigitation x2, Ray of Frost
 
Divine 9: Miracle, Greater Visage of the Deity (Good) (Divine Persistent) [spent]
Divine 8: Fire Storm, Greater Spell Immunity, Summon Monster VIII
Divine 7: Greater Scrying, Destruction, Persistent Divine Favor +6 [spent], Persistent Divine Favor +6, Control Weather
Divine 6: Word of Recall, Harm x2, Hero's Feast, Heal, Antilife Shell
Divine 5: Wall of Stone, Righteous Might x2, Plane Shift, Insect Plague, Divine Agility (CDiv)
Divine 4: Divine Power, Divine Power (Divine Persistent) [spent], Death Ward, Freedom of Movement, Assay Resistance x2 (CArc)
Divine 3: Wind Wall, Locate Object, Dispel Magic, Protection from Energy x2, Stone Shape, Delay Death (MinHB)
Divine 2: Status, Spiritual Weapon x3, Silence x2, Divine Insight x2 (CAdv)
Divine 1: Shield of Faith, Sanctuary, Remove Fear, Hide From Undead, Detect Undead, Divine Favor, Omen of Peril x2
Divine 0: Create Water x2, Light, Mending x2, Detect Poison
 
 
 
Equipment:
 
Slotted:
 
Head: Headband of Conscious Effort (Concentration check in place of Fort save 1/day) 4,000
Eyes: Crystal Mask of Discernment (PsiHB) (+10 Insight to Sense Motive) 10,000
Neck: Amulet of Mighty Fists +5 (affects all natural weapons and unarmed strike) 150,000
Vest: Tunic of Steady Spellcasting (CAdv) (+5 Competence to Concentration) 2,500
Robe: Robe of Eyes (see all invisible/ethereal within 120ft, Darkvision 120ft, +10 Competence to Search and Spot, Retains Dex when flatfooted, can't be flanked) 120,000
Belt: Belt of Magnificence +6 (+6 to all six stats): 200,000gp
Cloak: +10 Cloak of Epic Resistance 1,000,000 gp
Bracers: +8 Bracers of Armor 64,000
Ring L: +5 Ring of Protection 50,000
Ring R: Vile Weapon Ring (BoVD) 20,000
Boots: Boots of Swiftness (+6 Enh to Dex, +20 Competence to Balance, Climb, Jump, Tumble, double speed, Haste 3/day, 20 rounds) 256,000
 
1,876,500
 
Unslotted:
 
Knucklebones of the Blackened Fist: +1 Vile Ghost-touch Magebane Wounding Necklace of Natural Weapons (unslotted) x2 145,200 (affects unarmed strike)
+5 Manuals of All Six Stats: 137,500 x 6 = 825,000
Ring of Sustenence(unslotted) 2500
Stone of Good Luck 20,000
Dusty Rose Ioun Stone (+1 Insight to AC) 5,000
Pale Green Ioun Stone (+1 Competence to Attack, saves, skill checks, ability checks) 30,000
Lavender and Green Ioun Stone (Absorb 8th and lesser spells, 50 levels) 40,000
Orange Ioun Stone (+1 Caster Level) 30,000
Brooch of Shielding (Immunity to 101 pts of Magic Missile damage) 1,500
Greater Choker of Eloquence (CAdv) (+10 Competence to Diplomacy, Bluff, Perform(sing))(Inactive, activate when needed) 24,000
Monk's Belt (+5 monk levels for determining unarmed damage and AC) (unslotted) 26,000
Amulet of Fortune Prevaling (MiniHB)(unslotted) 16,000
Vile Spell Ring (Unslotted) 30,000 (BoVD)
Scepter of the Netherworld (+3 levels to Turn Undead) 9,000 (LM)
Ring of Arcane Might (Unslotted)(+1 enhancement to arcane caster level) 40,000 (CArc)
Amulet of Natural Armor +5 (unslotted) 100,000
 
1,344,200
 
Carried Items:
 
Metamagic Quicken 75,500
Metamagic Quicken, Lesser 35,000
Metamagic Maximize Lesser 14,000
Metamagic Extend Lesser 3,000
Metamagic Extend Normal 11,000
Metamagic Extend Greater 24,500
Metamagic Silent Normal 11,000
Metamagic Sculpting Normal 48,600
Rod of Absorption 50,000
Immovable Rods x4 20,000
Rod of Excellent Magic 650,000
Helm of Opposite Alignment 4,000
Bag of Holding Type I (empty) 2,500
Bag of Holding Type III 7,400
Bag of Tricks Gray 900
Blessed Book 12,500
Bracelet of Friends 19,000
Cube of Force 62,000
Decanter of Endless Water 9,000
3x Dust of Dryness (pellet form) 2,550
2x Dust of Dryness (dust form) 1,700
2 Elixirs of Hiding 500
2 Elixir of Sneaking 500
Feather Token (Tree) x50 20,000
Handy Haversack 2,000
Mirror of Opposition 92,000
Pearl of Power 9x2 162,000
Pearl of Power 8x3 192,000
Portable Hole 20,000
Sovereign Glue 3 ounces, stored separately 7,200
Universal Solvent 3 ounces, 150
Thought Bottle (CArc) 20,000
Belt of the Dread Emperor 120,000
Ectoplasmic Ichor (libris mortis) x4 2,000
Beads of Force x3 9,000
Nightstick 7,500
 
1,719,000
 
Misc/expendables
 
10,000 gp worth of expensive spell foci, plus mundane adventuring gear, arrows, etc.
Incense of Meditation x3 14,700
Wand of Restoration 22,000
Scroll of Greater Magic Fang (used) 375
Wand of Glibness 5,250
Masterwork Large Composite Longbow (+13 strength mod) x2: 3600
 
55,925
 
4,375gp in mixed coins and gems.
 
Total: 5,000,000
 
Ranged damage (Arrow Demon form): s36, d32, c44, Greater Magic Weapon on arrows.
 
Attack bonuses: Bab 20 +5 epic +1 competence +11 dex +6 luck +5 enhancement -2 symmetrical archery = 46
Damage: 2d6 base +13 strength +5 enhancement +6 luck (24) +1 Vile
 
+46/+41/+36/+31 x2 (2d6 +24 +1 Vile/x3)
 
Class Features:
 
Monk
Flurry of Blows, Unarmed Strike (1d6, 1d8 using monk's belt), Wis to AC, +1 AC bonus (monk's belt), Stunning Fist 9/day
 
Wizard
Familiar: Alosat has a bat familiar, Palla. It gets the benefits of all Alosat's buffs, including Shapechange, so long as it remains within 5 feet.
 
Mindbender
Telepathy(Su): telepathy out to 100ft with any creature with a language.
 
Hierophant
Bonus Metamagic feat: Persistent Spell.
 
Ur-Priest
Reuke Undead(Su): Rebuke undead as 2nd-level evil cleric. 14 times/day. Usually spent to power Divine Metamagic at the start of the day.
 
Master Transmogrifist
Extended Change(Ex): alter self, polymorph, polymorph any object and shapechange cast to change into favored shapes gains Extend Spell metamagic at no cost.
Favored Shape (Su): picks favored shapes to receive bonuses.
Manifest Senses (Su): assumes creature's senses (blindsight, darkvision, etc) when assuming a favored shape.
Battle Mastery (Ex): +6 Competence to Attack while in favored shape.
Effortless Change (Ex): Still and Silent metamagic on polymorph spells cast to change into favored shape.
Shapechanger (Ex): Acquires Shapechanger subtype. Alter Self duration changed to 'Permanent'.
Reflexive Change (Ex): 1/day, change into a favored shape via transmutation spell, as response to opponent's actions, as an Immediate action. Or unlimited changes if already under Shapechange. Loses next action.
Manifest Qualities (Ex): gains Ex qualities while in favored forms.
Infinite Variety (Su): Create completely imaginary forms. cf. CArc p53.

Appearance:

In his natural form, Alosat is a pale, gaunt man standing at 5'8". He has short, greying hair and black eyes. He could assume almost any form, however, through the use of Shapechange.

Background:

[SBLOCK]It was a perfect spring day by the lake. The birds were singing, the sun shined down on the water, reflecting like silver. A young monk sat by the water's edge, staring off into the distance.

Footsteps behind him. The voice of an old man. "Alosat."

"Master."

"What are you thinking?"

Alosat scooped up a handful of water, and let it drip back down. It splashed and formed tiny ripples, pushing outwards.

"The water was in my hand. Where is it now?"

"Only in your mind, perhaps."

The old monk sat down next to him, his face a mask of serenity.

"Where did we come from, master? Where are we going?"

"From the void. And we shall go back where we came."

"If we came from the void and shall return to it, then why did we come? What is the point of happiness? Sadness? Anger? Boredom?"

To this the master smiled and said nothing.

A silence passed.

"Have you readied your thesis?"

"No. My words are empty and without conviction. I can never describe the growth of a tree, the shape of a flower."

"Take your time."

"I have but one question. You know what it is. Answer me not with words."

The old man picked up a flower. He smiled beautifically, and the whole world seemed to transform around him. The air filled with the fragrance of lilacs, and just below conscious hearing came a chorus of angelic voices. A shower of petals fell from the sky.

Alosat watched on with hooded eyes, his face impassive. The petals that landed near him withered and died.

The master sighed. The air shimmered for a moment, and things went back to the way they were.

"Go, then. I do not have what you seek."

Alosat stood up and bowed. He left without a word.

Alosat wandered the land for many years, then decades, centuries. He learned to bend the fabric of reality with but a thought. He learned to steal power from the gods. He learned to walk the path of the Protean, the power to do anything, become anything. But he never found what he sought.

Or did he?

When pressed for answers, Alosat, like his former master, would pick up a flower. An inaudible scream fills the air, and all plant life around him grows madly, flowering and bearing fruit in seconds. And then they die, leaving a circle of lifeless, desiccated husks.

"Life," he would say, "is meaningless."
[/SBLOCK]
 
Last edited:

Code:
Name: Harkuf 
Race: Medium Undead (Augmented Human)
Class: Sorcerer 4/Blackguard 3/Spellsword 4/Cleric 3/Mystic Theurge 6/Walker in the Waste 10
Alignment: Lawful Evil



Str 22 (15 Base +5 Inherent +2 Class)
Dex 24 (13 Base +5Inherent +6 Enhancement)
Con -
Int 16 (11 Base +5 Inherent)
Wis 30 (15 Base +5 Inherent +4 Class +6 Enhancement)
Cha 44 (18 Base +5 Inherent +7 Level +2 Class +12 Enhancement)

HD 30d12 + 510
HP 725


Feats:
Quicken Spell, Extend Spell, Endure Heat, Persistent Spell, Power Attack, Arcane Disciple (Mysticism), Divine Metamagic (Persistent Spell), Cleave, Spell Penetration, Sunder, Practiced Spellcaster (Sorcerer), Arcane Strike, Automatically Quicken Spell (0-3), Automatically Quicken Spell (4-6)

Saves:
Fort: +40 (13 Base +17 Cha +5 Epic +5 Resistance)
Refl: +40 (6 Base +7 Dex +17 Cha +5 Epic +5 Resistance)
Will: +54 (17 Base +10 Dex +17 Cha +5 Epic +5 Resistance)

BAB 14

AC 52 (10 Base + 9 Armor, +12 Natural Armor, +5 Deflection, + 7 Shield + 7 Dex, +2 Sacred)

Racial Ability:
Human:
-Bonus Feat: Quicken Spell
-Extra Skill points +4 at level 1, +1 every level there after
Undead:
-No Constitution score.
-Darkvision out to 60 feet.
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
-Not subject to critical hits, non-lethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
-Uses its Charisma modifier for Concentration checks.
-Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
-Does not breathe, eat, or sleep
Dry Lich:
-Hit Dice: All former, current and future hit dice are d12
-Natural Armor increases by 5
-Aura of Despair (Su): 60ft Will Save (DC 43) or be shaken for 1d4 rounds
-Constitution Drain (Su): Creature hit by the Dry Liches natural attack must make a Fort save (DC 43) or take 1d6 Con Drain
-Turn Resistance +6
-Damage Reduction: 10/bludgeoning and Magic 
-Fast Healing: 2 in dry conditions
-Immunity: immune to dehydration, heat, and polymorph
-Unholy Toughness: Cha mod x HD as a bonus to Hit Points
-Water weakness: treats all water as holy water
-Str +2 Wis +4 Cha +2
-Racial bonus +8 to Hide, Intimidate, Listen, Move Silently, Search and Spot

Class Abilities:
Sorcerer:
-Summon Familiar

Blackguard:
-Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.
-Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level 
-Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
-Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
-Dark Blessing (Su): A blackguard applies his Charisma modifier as a bonus on all saving throws.
-Smite Good (Su): Once a day, a blackguard may attempt to smite good with one normal melee attack.
He adds his Charisma modifier to his attack roll and deals 1 extra point of damage per class level. At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.
-Aura of Despair (Su): the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
-Command Undead (Su): Blackguard gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.

Cleric:
-Rebuke Undead
-Domain: Thirst: Turn ooze, +2 vs. Dehydration
-Domain: Planning: Extend Spell as Bonus Feat


Spellsword:
-Ignore spell failure 15%
-Bonus Feat: Persistent Spell
-Channel Spell 3/day


Walker in the Waste:
-Desiccating touch 5d6: DC 30 fort save for half
-Bonus Feat: Improved Heat Endurance
-The Wasting (Su): 1/day DC 30 reflex save or contract the Wasting disease
-Greater Drought (Su): Can produce extreme desert conditions within 100’
-Withered Toughness (Ex): +2 Natural Armor
-Pillar of Salt (Sp): Flesh to Salt 1/day CL 10
-Create Sand Golem (Ex): Understands the secret of Sand Golem creation
-Create Salt Mummy (Su): Gain the ability to create Salt Mummies
-Dry Lich:  Dry lich template is applied to the character

Spells:
Sorcerer:
6/11/10/10/10/10/9/9/9/15 CL 24 (26) DC 28 + spell level

Spells known
0. No Light (BoVD), Mage Hand, Message, Prestidigitation, Arcane Mark, Mending 
1. Divine Favor, Magic Missile, True Strike, Identify, Charm Person 
2. Web, Darkness, Mirror Image, Scorching Ray, Sadism (BoVD)
3. Haste, Greater Magic Weapon, Sound Lance, Keen Edge 
4. Earth Reaver (SS), Greater Invisibility,  Enervation, Wrack
5. Cacophonic Burst (SS), Teleport, Wall of Force, Greater Blink (CA), Night’s Caress (LM) 
6. Disintegrate, Veil
7. Delayed Blast Fireball, Spell Turning, Avasculate (LM)
8. Mind Blank, Discern Location, Greater Anticipate Teleport (CA)
9. Greater Visage of Diety (CD), Mordenkainen’s Disjunction, Mindrape (BoVD)

Cleric:

6/7+1/7+1/5+1/4+1/3+1 CL 9 DC 20 + spell level

0. Guidance (x2), Virtue, Light, Inflict Minor Wounds, Cure Minor Wounds,
1. Command (x4), Sanctuary, Bless, Doom, +Parching Touch
2. Silence, Align Weapon, Hold Person (x2), Darkness,  Undetectable Alignment, Zone of Truth, +Desiccate
3. Locate Object, Protection from Energy, Wind Wall, Bestow Curse, Blindness, +Tormenting Thirst
4. (Divine Persistent) Divine Power, Spell Immunity, Assay Resistence (CA), Sending, +Dispel Water
5. (Divine Persistent) Righteous Might, Planeshift, True Seeing, +Detect Scrying


Blackguard:

4/3 CL 3 DC 20 + spell level

1. Corrupt Weapon (x2), Doom, Inflict Light Wounds
2. Inflict Moderate Wounds, Shatter, Summon Undead II

Skills:

Bluff (Cha) +28(10)
Concentration (Con) +51(33)
Diplomacy (Cha) +35(13)
Hide (Dex) +14(5)
Intimidate (Cha) +34(8)
Knowledge (Arcana) (Int) +16(11)
Knowledge (Religion) (Int) +16(11)
Knowledge (The Plane) (Int) +12(7)
Sense Motive (Wis) +33(23)
Spellcraft (Int) +38(33)
Spot (Wis) +33(15)
Survival (Wis) +20(10)

Equipment:

205,350 Agruel: +1 Starmetal(CA), Necrotic(LM), Profane(LM), Magebane(CA) Greatsword of Wounding and Collision(Psi)
30,000 Charm of Enhanced Flows: as Ioun Stone Orange Prism
687,500 +5 Stat Books (x5)
110,000 Amulet of Retribution and Wisdom +6
50,000 Belt of Natural Armor +5
235,500 Nyrr’s Impervious Vestment (CA) and Black Robe of the Archmagi
36,000 Gloves of Dexterity +6
1,495,000 Cloak of Epic Charisma +12, Resistance +5 and Turn Resistance +4
410,000 Ring of Protection +5, Universal Greater Elemental Resistance, and Arcane Might (CA)
907,500 Ring of Wizardry IX. Freedom of Movement and Evasion
100,257 +5 Animated, Ghost Touch Dark Wood Heavy Shield
175,000 Mirror of Mental Prowess
8,875 Scroll of Permanency (Arcane Sight)
3,650 Scroll of Permanency (Comprehend Languages)
3,650 Scroll of Permanency (Read Magic)
7,500 Scroll of Permanency (See Invisible)
8,875 Scroll of Permanency (Tongues)
375 Scroll of Arcane Sight 
25 Scroll of Comprehend Languages 
12.5 Scroll of Read Magic
150 Scroll of See Invisible 
375 Scroll of Tongues 
28,825 Scroll of Genesis
25,800 Prayer Beads
150 Unguent of Timelessness (1 usage used (on self))
290,000 Vestment of Epic Spell Resistance (as Mantle of Epic Spell Resistance)
179,630
5sp

Spells cast Permanently on Self:
Arcane Sight 
Comprehend Languages 
Read Magic
See Invisible 
Tongues 


Spells usually Cast:
(Divine Metamagic Persistent) Greater Visage of the Deity (9th)
(Divine Metamagic Persistent) Righteous Might (5th)
(Divine Metamagic Persistent) Divine Might (4th)
(Persistent) Divine Favor (7th)
(Persistent) Sadism (8th)
Greater Magic Weapon on Agruel (3rd)
(Extended) Keen Edge of Agruel (4th)
Veil (6th)
Mind Blank (9th)

Changes to Stats:

Str 40 (15 Base +5 Inherent +6 Enhancement +2 Class +8 Size +4 Unnamed)
Dex 28 (13 Base +5Inherent +6 Enhancement +4 Unnamed)
Con  -
Int  20 (11 Base +5 Inherent +4 Unnamed)
Wis 30 (15 Base +5 Inherent +4 Class +6 Enhancement)
Cha 46 (18 Base +5 Inherent +7 Level +2 Class +12 Enhancement +2 Unnamed)

HP 755

BAB +30/+25/+20/+15

Saves:
Fort: +41 (13 Base +18 Cha +5 Epic +5 Resistance)
Refl: +43 (6 Base +9 Dex +18 Cha +5 Epic +5 Resistance)
Will: +55 (17 Base +10 Wis +18 Cha +5 Epic +5 Resistance)

AC 54 (10 Base + 9 Armor, +13 Natural Armor, +5 Deflection, + 7 Shield + 9 Dex, +2 Sacred -1 Size)


Agruel: +60/+55/+50/+45 (30 BAB +15 Str, +6 Luck, +5 Enhancement, +5 Epic, -1 Size) 3d6 + 38 (+22 Str + 6 Luck +5 Enhancement +5 Collision) + 1 Con Damage +1d6 Con Damage (DC43 to negate) +1d6 versus Extraplanar + 1d6 versus Mages +1d6 versus Living

Abilities from Spells:

Greater Visage of Deity:
-Grow Wings and Flight at 30 (average)
-Natural Armor Increases by 1
-Claw 1d4
-Bite 1d6
-Immunity to Poison
-Acid, Cold, Electical, and Fire Resist of 10
-Spell Resistance: 25
-Unnamed Bonuses to Stats: +4 Str, +4 Dex, +4 Int, +2 Cha
Righteous Might
-Size Bonus to Str +8
-Damage Reduction 5/Good
Divine Might
-BAB become Equal to Character Level (30)
-Enhancement Bonus to Strength +6
-Temporary Hit Point: 9
Divine Favor
-Luck Bonus to Hit and Damage +6
Sadism:
-Luck Bonus to hit equal to (Damage Dealt Last Round)/10 round down
Mind Blank
-Immune to Detection

History:
[sblock]History:

Nekhbet, it all started with her. Harkuf was a sorcerer-priest in the service of the Pharaoh. A man sworn to forsake all other concerns. Nekhbet was the Pharaohs bride, nubile, young and head-strong. Harkuf was given the task of educating her in affairs of state, that she may better serve her Pharaoh and thus her country. She had other ideas.

Over the next months they became smitten with each other, they came to love each other. When it finally came clear what was happening between them, Nekhbet pleaded with him to leave with her, to run someplace where they had never heard of the River Kingdom.

Harkuf was torn, he convinced her to stay, that running was too dangerous, that they had to bide their time till the moment was right, but they waited too long. Harkuf was arrested and brought before the Pharaoh, he was told that Nekhbet and his affair had been discovered. Nekhbet had already confessed, had admitted that she had seduced Harkuf and that she was solely to blame. Harkuf protested, but the Pharaoh had already past judgement.

Nekhbet was lead through the city with her hands tied behind her back, a rope around her neck. She was to be stoned to death by the people she had betrayed with her infidelity. Harkuf was forced to watch and then was banished into the desert.

The desert kills, consumes, there it also spoke to him, whispering dark voices of revenge and pain. Many months past until finally Harkuf returned and with him came the Sandstorm.

He had made an alliance with the Conclave of Dust, a council that wished the desert to engulf the world and in return for his help destroying the River Kingdom he was given a place among them.

His nominal place of operations is are the undead infested ruins of Chandhar, but his home is his own pocket dimension.[/sblock]

Appearance:

Usually he appears as he did in life, before his exile to the desert, young handsome, dusky skinned with a shaved head. This is due to the Veil spell he usually has cast on himself. When his illusion is pierced or he wishes to frighten someone, he appears as a nine foot tall man who has the pallor of death about him, his eyes cut from sockets replaced by a green light. Huge decaying batwings come from his back and fangs in his mouth and claws for fingers. His true appearance is similar to his “revealed” form, though he is only 6 ft tall and lacks the wings, fangs and claws.
 
Last edited:


Remove ads

Top