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Evil EoM(R) spellcaster
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<blockquote data-quote="John Q. Mayhem" data-source="post: 1943404" data-attributes="member: 13525"><p>Malchazar, Elf Mage 3</p><p></p><p>Hit Dice: 3d4+6 (13)</p><p>Initiative: +2</p><p>Speed: 30 ft.</p><p>Armor Class: 15 (+3 Dex, +2 <em>+1 light leather garments</em>)</p><p>Base Attack/Grapple: +1/+2</p><p>Attack: MW quarterstaff +3 melee (1d6+1); or MW light crossbow +5 ranged (1d8)</p><p>Full Attack: MW quarterstaff +3 melee (1d6+1); or MW light crossbow +5 ranged (1d8)</p><p>Space/Reach: 5 ft/5 ft</p><p>Special Attacks: Spells</p><p>Special Qualities: Elf traits, low-light vision</p><p>Saves: Fort +4, Ref +3, Will +6</p><p>Abilities: Str 13, Dex 16, Con 14, Int 13, Wis 16, Cha 18</p><p>Skills: Diplomacy 4+4, Intimidate 6+4, Perceive 0+3+2, Ride 4+3, Scry 6+3, Divination 6+3, Spellcraft 6+1</p><p>Feats: Way with Animals (AU), Tattoomancy, Magical Boons (spiritual medium, Intense Spell), Infernal Pact</p><p>Environment: Any land</p><p>Organization: Any</p><p>Challenge Rating: 3</p><p>Treasure: <em>+1 light leather garments</em>, MW/MW quarterstaff, MW light crossbow, case of bolts</p><p>Alignment: Lawful Evil</p><p>Advancement: By character class</p><p>Level Adjustment: +0</p><p></p><p>*See Signature Spells for the effect of this feat.</p><p></p><p>Malchazar is an expert at Summoning creatures and using Shadow magic. He gains a +2 bonus to Knowledge (arcana) and Spellcraft checks related to Summoning spells and Shadow magic. Malchazar is strong enough to lead rituals or undertake solitary rituals; an example is provided below. Thanks to his Infernal Pact feat, Malchazar's spells always detect as Evil, he has Evil resistance 10, and anyone who fails a save against one of his spells takes 1d6 points of Evil damage. </p><p></p><p>CL: 3</p><p>Max MP: 3</p><p>MP: 17</p><p>Spell Lists Known (11): Evoke Death, Evoke Fire, Summon Outsider, Summon Undead, Summon Vermin, Summon Animal; Abjure Outsider, Abjure Evil, Create Shadow, Infuse Shadow, Illusion Shadow, Move Space</p><p>Free cantrips/day: 5</p><p></p><p>Signature Spells: </p><p><em>Malchazar’s gutwrench*</em> (Evoke Death 1/General 1) 2d6 damage to one Life creature within 30 feet, Fort DC 15 half. If the save is failed, the target also takes 1d6 Evil damage.</p><p><em>Summon swarm</em> (Summon Vermin 2) A swarm of spiders boils out of the ground, walls, and ceiling. They appear next to you and obey your commands for 1 minute. </p><p><em>Devil’s sight</em> (2 MP, DC 10 Scry check) You sense the presence of all creatures within 30 feet, and can pinpoint their location. This spell lasts 1 minute.</p><p><em>Malchazar’s dire clutch*</em> (Evoke Death 3) The fingers of your left hand lengthen and extend into claws, which you plunge into an adjacent creatures chest. This requires a touch attack and deals 4d6 points of Death damage</p><p></p><p>*These spells are written as tattoos on Malchazar’s hands. He can cast them safely in melee and when grappled or bound.</p><p></p><p>Other Spells (these take 2 full rounds to cast): </p><p><em>Malchazar’s unseen step</em> (Illusion Shadow 3) you are invisible for 1 minute. If you attack, cast a spell, or take a similar action, observers get a DC 15 Will save with a +4 bonus to see you.</p><p><em>Dark Words of Meshuggah</em> (Evoke Death 3.) You whisper in someone’s ear for 2 full rounds. At the end of this time, they take 4d6 points of Death damage unless they make a DC 15 Fortitude save, upon which they take half damage. If they fail the save, they also take 1d6 points of Evil damage.</p><p><em>Malchazar’s caress of fire</em> (Evoke Fire 0) Over up to 10 rounds, you lightly touch an object or creature with your fingers while whispering secret words. Every 2 rounds you do this the target takes 1d6 point of Fire damage. Carrying this out over the full 10 rounds uses up all of your free daily cantrips. If you use this on a creature, you will probably need to restrain it first. Otherwise it requires a touch attack every 2 rounds, and the creature gets a free attack on you every round.</p><p><em>Black blade of disaster</em> (Create Shadow 3.) Over two full rounds, you pull handfuls of elemental Shadow out of your own shadow and shape it into a weapon while muttering mystic words. The weapon deals +1d6 Shadow damage and lasts 1 minute.</p><p><em>Step through Shadow</em> (Move Space 1/Gen 1) Once in the next 10 minutes, you can take a move action to teleport 10 feet. Malchazar takes 1 point of damage when he casts this spell.</p><p></p><p> </p><p>Sample ritual: <em>Calling of Ghorozaal</em>. With this ritual, you can summon a minor (CR 2) fiend of Shadow named Ghorozaal. He is obedient to your will, and serves you for ten minutes. This ritual usually takes about 8 full rounds (almost a minute) to complete. Every 2 rounds, Malchazar siphons 3 of his MP into the ritual if he makes a DC 8 caster level check. If he fails, those two rounds and 3 MP are wasted. If he fails by 5 or more, he takes 7 points of damage. Once he has given 12 MP into the ritual, Ghorozaal steps out of a nearby shadow.</p></blockquote><p></p>
[QUOTE="John Q. Mayhem, post: 1943404, member: 13525"] Malchazar, Elf Mage 3 Hit Dice: 3d4+6 (13) Initiative: +2 Speed: 30 ft. Armor Class: 15 (+3 Dex, +2 [i]+1 light leather garments[/i]) Base Attack/Grapple: +1/+2 Attack: MW quarterstaff +3 melee (1d6+1); or MW light crossbow +5 ranged (1d8) Full Attack: MW quarterstaff +3 melee (1d6+1); or MW light crossbow +5 ranged (1d8) Space/Reach: 5 ft/5 ft Special Attacks: Spells Special Qualities: Elf traits, low-light vision Saves: Fort +4, Ref +3, Will +6 Abilities: Str 13, Dex 16, Con 14, Int 13, Wis 16, Cha 18 Skills: Diplomacy 4+4, Intimidate 6+4, Perceive 0+3+2, Ride 4+3, Scry 6+3, Divination 6+3, Spellcraft 6+1 Feats: Way with Animals (AU), Tattoomancy, Magical Boons (spiritual medium, Intense Spell), Infernal Pact Environment: Any land Organization: Any Challenge Rating: 3 Treasure: [i]+1 light leather garments[/i], MW/MW quarterstaff, MW light crossbow, case of bolts Alignment: Lawful Evil Advancement: By character class Level Adjustment: +0 *See Signature Spells for the effect of this feat. Malchazar is an expert at Summoning creatures and using Shadow magic. He gains a +2 bonus to Knowledge (arcana) and Spellcraft checks related to Summoning spells and Shadow magic. Malchazar is strong enough to lead rituals or undertake solitary rituals; an example is provided below. Thanks to his Infernal Pact feat, Malchazar's spells always detect as Evil, he has Evil resistance 10, and anyone who fails a save against one of his spells takes 1d6 points of Evil damage. CL: 3 Max MP: 3 MP: 17 Spell Lists Known (11): Evoke Death, Evoke Fire, Summon Outsider, Summon Undead, Summon Vermin, Summon Animal; Abjure Outsider, Abjure Evil, Create Shadow, Infuse Shadow, Illusion Shadow, Move Space Free cantrips/day: 5 Signature Spells: [i]Malchazar’s gutwrench*[/i] (Evoke Death 1/General 1) 2d6 damage to one Life creature within 30 feet, Fort DC 15 half. If the save is failed, the target also takes 1d6 Evil damage. [i]Summon swarm[/i] (Summon Vermin 2) A swarm of spiders boils out of the ground, walls, and ceiling. They appear next to you and obey your commands for 1 minute. [i]Devil’s sight[/i] (2 MP, DC 10 Scry check) You sense the presence of all creatures within 30 feet, and can pinpoint their location. This spell lasts 1 minute. [i]Malchazar’s dire clutch*[/i] (Evoke Death 3) The fingers of your left hand lengthen and extend into claws, which you plunge into an adjacent creatures chest. This requires a touch attack and deals 4d6 points of Death damage *These spells are written as tattoos on Malchazar’s hands. He can cast them safely in melee and when grappled or bound. Other Spells (these take 2 full rounds to cast): [i]Malchazar’s unseen step[/i] (Illusion Shadow 3) you are invisible for 1 minute. If you attack, cast a spell, or take a similar action, observers get a DC 15 Will save with a +4 bonus to see you. [i]Dark Words of Meshuggah[/i] (Evoke Death 3.) You whisper in someone’s ear for 2 full rounds. At the end of this time, they take 4d6 points of Death damage unless they make a DC 15 Fortitude save, upon which they take half damage. If they fail the save, they also take 1d6 points of Evil damage. [i]Malchazar’s caress of fire[/i] (Evoke Fire 0) Over up to 10 rounds, you lightly touch an object or creature with your fingers while whispering secret words. Every 2 rounds you do this the target takes 1d6 point of Fire damage. Carrying this out over the full 10 rounds uses up all of your free daily cantrips. If you use this on a creature, you will probably need to restrain it first. Otherwise it requires a touch attack every 2 rounds, and the creature gets a free attack on you every round. [i]Black blade of disaster[/i] (Create Shadow 3.) Over two full rounds, you pull handfuls of elemental Shadow out of your own shadow and shape it into a weapon while muttering mystic words. The weapon deals +1d6 Shadow damage and lasts 1 minute. [i]Step through Shadow[/i] (Move Space 1/Gen 1) Once in the next 10 minutes, you can take a move action to teleport 10 feet. Malchazar takes 1 point of damage when he casts this spell. Sample ritual: [i]Calling of Ghorozaal[/i]. With this ritual, you can summon a minor (CR 2) fiend of Shadow named Ghorozaal. He is obedient to your will, and serves you for ten minutes. This ritual usually takes about 8 full rounds (almost a minute) to complete. Every 2 rounds, Malchazar siphons 3 of his MP into the ritual if he makes a DC 8 caster level check. If he fails, those two rounds and 3 MP are wasted. If he fails by 5 or more, he takes 7 points of damage. Once he has given 12 MP into the ritual, Ghorozaal steps out of a nearby shadow. [/QUOTE]
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