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PLAYER NAME : GMPax
CHARACTER NAME : Koras X'metrion
RACE (ECL) : Human Lich (+4)
CLASS (LEVEL) : Wizard (6)/Archmage(4)/Red Wizard(14)
... NET LEVEL : 24 (ECL 28)
ALIGNMENT : LE
DEITY : Velsharoon
EXPERIENCE : 295,200
CASH : 19,418
GENDER : male
SIZE : M
HEIGHT : 5'9"
WEIGHT : 106#
COMPLEXION : necrotic
HAIR : none
EYES : fiery pinpoints of blue light
HANDEDNESS : R
SPEED : land 30
ABILITY SCORES
STR 10( +0)
DEX 10( +0) -item-> 16( +3)
CON --(n/a)
INT 31(+10) -item-> 37(+13) -prodigy-> 39(+14)
WIS 12( +1)
CHA 21( +5) -item-> 27( +8)
SAVES
+11 FORT (4/wiz 1/arc 0/con 5/res 1/lck)
+14 REF (4/wiz 1/arc 3/dex 5/res 1/lck)
+19 WILL (8/wiz 4/arc 1/wis 5/res 1/lck)
HIT POINTS : (18d12)
ARMOR CLASS : 26 (10/base 8/armor 5/nat 3/dex)
AC (TOUCH) : 13 (10/base 3/dex)
INITIATIVE : +3
BASE ATTACK : +9/+4
WEAPONS
Lich Touch +9/+4 (touch);
1d8+5 damage, Will Save DC30 for half
Permanently paralyses, Fortitude Save DC30 to negate.
LANGUAGES
Common
Draconic
Abyssal
Infernal
Celestial
Undercommon
RACIAL TRAITS
Human
Bonus Feat
Bonus Skill Points
Lich
All HD become d12
Lich Touch attack
Damage 1d8+5[negative energy]
Will Save DC 30 for half
Fear Aura (Su)
Creatures of less than 5HD in 60' radius
Acts as Fear spell
Will save DC 30 to resist
Paralysing Touch
Touch causes permanent paralysis
Fortitude save DC 30 to resist
Turn Resistance +4
Damage Reduction 15/+1 (also 10/+3, from below)
Immunities
Cold
Electricity
Polymorph
Mind-Affecting attacks
Attributes
+2 Int, +2 Wis, +2 Cha
Undead type
Not subject to critical hits
Immune to Disease
Immune to poison
Immune to [death] effects
Immune to necromantic effects
Immune to mind-influencing effects
Not subject to ability drain or damage
Not subject to subdual damage
Uses Charisma modifier for Concentration checks
Immune to any effect requiring a Fortitude save,
unless objects can also be affected.
Have no Constitution Score
Fiendish (from spell <i>Vile Death</i>)
Smite Good 1/day
+HD to damage rating vs good foe (thus, +24)
Fire Resistance 20
SR 25
Damage Reduction 10/+3 (also 15/+1, from above)
Darkvision 60'
CLASS FEATURES
Wizard
Necromancy Specialist
Opposition School: See Below
Bonus specialty spell per day, per spell level
Archmage High Arcana
Spellpower (+6 total)
Mastery of Elements
Red Wizard
Enhanced Specialisation
Opposition Schools: Enchantment, Illusion
Specialist Defense +4
Specialist Spell Power +7
FEATS
Race Spellcasting Prodigy : Wizard
Cha 1 Spell Focus : Necromancy
Wiz 1 Scribe Scroll
Cha 3 Tattoo Focus : Necromancy
Wiz 5 Skill Focus : Spellcraft
Cha 6 Spell Focus : Evocation
Cha 9 Empower Spell (+2)
Cha12 Greater Spell Focus : Necromancy
Cha15 Twin Spell (+4)
Cha18 Maximise Spell (+3)
Cha21 Increased Spell Capacity (10th)
Cha24 Increased Spell Capacity (11th)
RWz14 Increased Spell Capacity (12th)
SKILLS
(L1-7, Int +4; L8-15, Int +5; L16-23, Int +9; L24-25, Int +10)
(L1: 28; L2-7: 42; L8-15: 64; L16-23: 96; L24-25: 26)
(Total Skill Points: 256)
Spellcraft +41 (27r; 12/int 2/focus)
Concentration +35 (27r; 8/cha )
Knowledge: Arcana +37 (25r; 12/int )
Knowledge: Necromancy +37 (25r; 12/int )
Profession: Mortician +21 (20r; 1/wis )
Profession: Engineer-Architect +21 (20r; 1/wis )
Scry +22 (20r; 12/int )
CC Spot +19 (10r; 1/wis; 8/lich)
CC Listen +18 ( 9r; 1/wis; 8/lich)
CC Search +29 ( 9r; 12/int; 8/lich)
CC Hide +20 ( 9r; 3/dex; 8/lich)
CC Move Silently +20 ( 9r; 3/dex; 8/lich)
EQUIPMENT
36,000gp Headband of Intellect (+6)
36,000gp Cloak of Charisma (+6)
9,000gp Boccob's Blessed Book (x2)
1,800gp Possum Pouch - contains primary spellbooks!
120,000gp Lich's Phylactery (also 4,800XP)
2,500gp Mithril & Glass Pendant (See "Chain Contingency" setup, below)
25,000gp Vest of Resistance +5
10,000gp Luckstone
5gp Spell Component Pouch
137,500gp Tome of Clear Thought (+5 INT)
137,500gp Tome of Leadership and Influence (+5 CHA)
200,000gp Greater Vestments of Power
256,000gp Boots of Swiftness
275,625gp Staff of Walls
650,000gp Rod of Excellent Magic
NON-CARRIED GEAR (stronghold):
4,552gp Nondescript Box (S&S) - contains secondary spellbooks!
100gp Reverse Lock (on Nondescript Box)
9,000gp Boccob's Blessed Book (x2)
50,000gp Daern's Instant Fortress
100,000gp Trap-purchasing budget (actual traps TBA, when maps are complete)
PERMANENT SPELLS (Personal, at Caster Level 24)
0xp See Invisible
0xp Read Magic
0xp Arcane Sight
0xp Vile Death
0xp Protection from Arrows (10/+5)
SPELL RESEARCH
4,000gp Permanency Application: Improved Blindsight (personal)
3,000gp Permanency Application: Reverse Arrows (personal)
8,000gp Permanency Application: Zajimarn's Field of Icy Razors (object/area)
5,000gp Permanency Application: Spiritwall (object/area)
PRECAST SPELLS:
CHAIN CONTINGENCY</yellow>
Trigger: Koras wears a pendant made of mithril, on a mithril chain. Inside this pendant is a tiny
glass rod, which can be withdrawn from the pendant and broken, as a single MEA (like
readying a weapon). If/when the rod is ever broken, the Contingency complex triggers.
Result : Simultaneous: Spectral Hand, Blacklight, Fireshield (Chill).
SPELLCASTING
Spell DC's
Spell Power : +6
Specialist Spellpower (Necromancy) : +7
Greater Focus (Necromancy) : +4
Focus (Evocation) : +2
Intelligence Modifier : +14
Tattoo Focus (Necromancy) : +1
Regular DC's : 30+level
Evocation DC's : 32+level
Necromancy DC's : 42+level
SR Penetration
Level : +25
Spell Power : +6
Specialist Spellpower (Necromancy) : +7
Tattoo Focus (Necromancy) : +1
Regular SR check : 1d20+31
Necromancy SR check : 1d20+39
Normal:
Base Special
LVL DC EV NE Base ArcM Stat #/DAY
0 30 32 42 4+n -- - 4+n
1 31 33 43 4+n -- 4 8+n
2 32 34 44 4+n -- 4 8+n
3 33 35 45 4+n -- 3 7+n
4 34 36 46 4+n -- 3 7+n
5 35 37 47 4+n -1 3 6+n
6 36 38 48 4+n -- 3 7+n
7 37 39 49 4+n -2 2 4+n
8 38 40 50 4+n -- 2 6+n
9 39 41 51 4+n -1 2 5+n
10 ** ** ** 1+n -- 3 4+n
11 ** ** ** 1+n -- 2 3+n
12 ** ** ** 1+n -- 2 3+n
SPELLS Prepared
LVL SPELL NAME
(4+n)
+ n Disrupt Undead
0 Arcane Mark
0 Detect Magic
0 Mage Hand
0 e Horzicaul's Cough [sonic]
(8+n)
+ n Negative Energy Ray
1 n Negative Energy Ray
1 True Strike
1 True Strike
1 True Strike
1 n Chill Touch
1 n Spirit Worm
1 n Ray of Enfeeblement
1 n Ray of Enfeeblement
(8+n)
+ n Spectral Hand
2 n Spectral Hand
2 n Death Armor
2 Glitterdust
2 Glitterdust
2 e Gedlee's Electric Loop [electric]
2 e Gedlee's Electric Loop [electric]
2 e Gedlee's Electric Loop [electric]
2
(7+n)
+ n Vampiric Touch
3 e Sonorous Hum [sonic]
3 e Sonorous Hum [sonic]
3 e Blacklight [dark]
3 e Blacklight [dark]
3 e Shatterfloor [sonic]
3 e Shatterfloor [sonic]
3 Haste
(7+n)
+ n Enervation
4 n Enervation
4 e Fire Shield [fire/cold]
4 e Thunderlance [force]
4 e Wall of Fire [fire]
4 e Wall of Fire [fire]
4 e Wall of Fire [fire]
4 n Negative Energy Ray (Maximised) [negative energy]
(6+n)
+ n Spiritwall
5 Lutzaen's Frequent Jaunt
5 n Grimwald's Greymantle
5 e Bigby's Interposing Hand
5 Wall of Stone
5 Magic Missile (Twinned) [force]
5 Magic Missile (Twinned) [force]
(7+n)
+ n Vampiric Touch (Maximised)
6 n Vampiric Touch (Maximised)
6 e Acid Storm [acid]
6 e Acid Storm [acid]
6 e Acid Storm [acid]
6 e Bigby's Forceful Hand
6 e Cacophonic Shield [sonic]
6 e Shatterfloor (Maximised) [sonic]
(4+n)
+ n Finger of Death [death]
7 e Wall of Fire (Maximised) [fire]
7 e Wall of Fire (Maximised) [fire]
7 Teleport Without Error
7 Mass Teleport
(6+n)
+ n Horrid Wilting [death]
8 n Horrid Wilting [death]
8 Prismatic Wall
8 Prismatic Wall
8 e Zajimarn's Field of Icy Razors [cold]
8 Wall of Limbs (Maximised)
8 Spirit Wall (Maximised)
(5+n)
+ n Energy Drain
9 e Zajimarn's Avalanche [cold]
9 Mordenkainen's Disjunction
9 Mordenkainen's Disjunction
9 e Acid Storm (Maximised) [acid]
9 e Acid Storm (Maximised) [acid]
(4+n)
+ n Horrid Wilting (Empowered) [death]
10 n Vampiric Touch (Maximised, 2x Empowered)
10 e Z's Field of Icy Razors (Emp'd) [cold]
10 Z's Ice Claw Prison (Maximised) [cold]
10 Fireball (Max'd, 2xEmp'd) [fire]
(3+n)
+ n Finger of Death (Twinned) [death]
11 n Horrid Wilting (Maximised) [death]
11 n Enervation (Maximised, Twinned)
11 e Wall of Fire (Max'd, 2xEmp'd) [fire]
(3+n)
+ n Horrid Wilting (Twinned) [death]
12 n Horrid Wilting (Twinned) [death]
12 n Energy Drain (Maximised)
12 e Shatterfloor (Max'd, Twin, 2xEmp'd) [sonic]
SPELLBOOK
(Total # of pages: 527pp; 100pp per book, leaves 163pp unused)
(Total # of spells: 53, plus 25 cantrips = 78)
Level 0 (25 spells)
all PHB, MoF, and T&B cantrips
Level 1 (9 spells)
Negative Energy Ray
Spirit Worm
Chill Touch
Ray of Enfeeblement
Magic Missile
True Strike
Know Protections
Alarm
Shield
Level 2 (6 spells)
Spectral Hand
Death Armor
Dessicating Bubble
Gedlee's Electric Loop
See Invisible
Glitterdust
Protection from Arrows
Level 3 (7 spells)
Vampiric Touch
Blacklight
Shatterfloor
Sonorous Hum
Arcane Sight
Reverse Arrows
Level 4 (5 spells)
Enervation
Wall of Fire
Thunderlance
Fireshield
Improved Blindsight
Level 5 (7 spells)
Spirit Wall
Grimwald's Greymantle
Bigby's Interposing Hand
Wall of Limbs
Wall of Stone
Permanency
Lutzaen's Frequent Jaunt
Level 6 (5 spells)
Circle of Death
Acid Storm
Cacophonic Shield
Biby's Forceful Hand</blue>
Energy Transformation Field
Level 7 (5 spells)
Finger of Death
Zajimarn's Ice Claw Prison
Bigby's Grasping Hand
Teleport Without Error
Mass Teleport
Level 8 (4 spells)
Horrid Wilting
Chain Contingency
Zajimarn's Field of Icy Razors
Prismatic Wall
Level 9 (5 spells)
Energy Drain
Zajimarn's Avalanche
Wish
Mordenkainen's Disjunction
Vile Death
NOTE: Koras has a second copy of EACH OF THE ABOVE
SPELLS, also scribed into Boccob's Blessed Books!
STRONGHOLD:
The Daern's Instant Fortress serves as Koras' inner sanctum, but it is itself deep within
a rock cavern beneath the Devil's Bog. This
rock cavern, some hundred feet across and eighty feet tall, is surrounded by a network of crypts
and tombs, into which Koras has released large numbers of nonsentient undead as a deterrent to
casual intrusion.
Throughout this networkare several permanent magical defenses -- consisting mainly of permanent
Wall of Fire spells, generally in a series of five -- one of each element, stacked nearly
on top of each other. Permanent Spirit Walls are also scattered throughout the complex, to
deter investigation by the living. Finally, permanent Alarm spells are placed near to each
entrance, and at key points in the complex -- arranged to alert Koras as each "ring" of defenses is
breached ... as well as to attract nearby undead.
The Tower, standing at the center of the main chamber is surrounded by a permanent array of
Spirit Wall spells, floor to cieling, and similar arrays of permanent, maximised Wall of
Fire spells, also floor to ceiling, covering all five of the elements. The ground around the
Tower is covered with a permanent Zajimarn's Field of Icy Razors, modified to deal acid
damage.
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