(IR) PC's of the 5th IR

Anabstercorian

First Post
(Note - This is not finished yet! It is ALMOST finished.)

Eli Tomorast the Demon-Handed, male human Wiz22
Anabstercorian
Size: M
HD: 22d4+198 (254 hp)
damage / subdual: 0 / 0
Init: +9 (Dexterity)
Spd: 30 ft.
AC: 25 (+7 Dex, +8 armor (bracers))
(AC Flat-footed: 18; AC Touch: 17)
BAB/Grapple: +10+1E/+18
Weapons:
+1 Returning Adamantine Dagger +19 melee, (1d4+8/19-20), +21 ranged (1d4+8/19-20), 10 ft.
2 Demonhands +23 melee, (1d12+12, paralytic rend)
AL: Neutral (with Chaotic Evil tendencies)
Save:
Fort +7base +9con +5res = +21
Ref +7base +9dex +5res = +21
Will +13base +5wis +5res = +23
Spell Resistance: 40
Attrib.:
Str 14+5I+6E=25 (+7)
Dex 17+5I+6E=28 (+9)
Con 17+5I+6E=28 (+9)
Int 23+5I+6E=34 (+12)
Wis 14+5I+2E=21 (+5)
Cha 11+5I+6E=22 (+6).
Skills:
- Concentration +34 (25)
- Craft (alchemy) +24 (12)
- Decipher Script +28 (16)
- Knowledge (Arcana) +37 (25)
- Knowledge (Architecture and Engineering) +37 (25)
- Knowledge (Dungeoneering) +24 (12)
- Knowledge (Geography) +25 (13)
- Knowledge (History) +37 (25)
- Knowledge (The Planes) +28 (16)
- Spellcraft +39 (25)
- Use Magic Device +19 (13)
Feats: Alertness (F), Craft Construct (B), Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring (B), Improved Familiar, Spell Penetration, Improved Spell Penetration, Craft Contingent Spell, Quicken Spell (B), Scribe Scroll (B), Silent Spell, Ability Focus (Fiendish Hands), Still Spell
Epic Feats: Multispell
Languages Spoken: Common, Abyssal, Draconic, Gnoll, Undercommon

Inherent Bonuses: Eli has used massive quantities of mana and wishes to gain a +5 Inherent bonus to all of his ability scores.

Permanent Spell Effects: Arcane sight, darkvision, read magic, see invisibility, tongues, greater magic fang +5 (once on each hand), telepathic bond (with Rary).

Wizard (Ex): Eli can cast spells as a wizard of 22nd level. He can prepare and cast as follows:
0:4, 1:14, 2:14, 3:14, 4:7, 5:6, 6:6, 7:6, 8:6, 9:5

(Note - with both Improved Spell Capacity and Epic Spellcasting removed from this game, we'll need to find some way to make Epic Wizards competitive without 10th+ level spell slots or epic spells.)

Spells Memorized:
0: mage hand (2), message (2)
1: charm person (2), chill touch (2), feather fall, grease, magic missile (4), ray of enfeeblement, true strike, shield (2)
2: arcane lock, blindness/deafness, command undead, detect thoughts, false life (2), glitterdust, hideous laughter, invisibility, knock, scorching ray (2), touch of idiocy, web
3: dispel magic, fly, gaseous form, haste, heroism, lightning bolt, magic circle against law, major image, phantom steed, protection from energy (2), ray of exhaustion, suggestion, water breathing
4: charm monster, confusion, dimension door (2), greater invisibility, phantasmal killer, wall of ice
5: cone of cold, overland flight, magic missile (quickened), sending, shield (quickened), wall of force
6: disintegrate, greater dispel magic, greater heroism, mirror image (quickened), terrible transformation, wall of iron
7: delayed blast fireball, limited wish, power word blind, project image, protection from energy (quickened), slow (quickened)
8: confusion (quickened), demand, dimension door (quickened), greater dispel magic (silent, still), greater teleport (silent), horrid wilting
9: cone of cold (quickened), meteor swarm, prismatic sphere, time stop, wail of the banshee
10: No 10th valency spells yet discovered


Spellbook: Eli's spellbook is an improved version of Boccob's Blessed Book, which he calls Eli's Inscrutable Agrippa. It has twice as many pages, and has a minor intellect which aids in the organization and formatting of spells. As a result, he can memorize his daily allotment of spells in 1/2 hour instead of 1 hour when using this book. Spells known by level:
0th level through 8th level: All in players handbook + complete arcane
9th level: All in players handbook

Flexibility of Humanity (Ex): As a human, Eli gains a bonus feat at 1st level and gains skill points as though his intelligence was two points higher (with a minimum of two skill points per hit die, with eight at first level).
Code:
 [b]Equipment: [/b] (173 lb, 346 lb, 520 lb)
 [i]+1 Returning Adamantine Dagger[/i] (11,000 gp)
 Head: [i]Crown of Charisma +6[/i] (36,000 gp)
 Eyes: 
 Neck: [i]Amulet of Health +6[/i] (36,000 gp)
 Torso: [i]Vest of Resistance +5[/i] (25,000 gp)
 Body: [i]Robe of Nahguud (Epic SR)[/i] (290,000 gp)
 Waist: [i]Belt of Giant Strength +6[/i] (36,000 gp)
 Shoulders: [i]Major Cloak of Displacement[/i] (50,000 gp)
 Arms: [i]Bracers of Armor +8[/i] (64,000 gp)
 Hands: [i]Bangles of Dexterity +6[/i] (36,000 gp)
 Ring 1: [i]Ring of Wizardry I, II, III[/i] (160,000 gp)
 Ring 2: [i]Ring of Intellect +6[/i] (36,000 gp)
 Feet: [i]Boots of Speed[/i] (12,000 gp)
 [i]Ioun Stone (Clear Spindle)[/i] (4,000 gp)
 [i]Ioun Stone (Incandescent Blue Sphere)[/i] (8,000 gp)
 [i]Ioun Stone (Iridescent Spindle)[/i] (18,000 gp)
 [i]Ioun Stone (Orange Prism)[/i] (30,000 gp)

 [i]Heward's Handy Haversack[/i] (2,000 gp)
 - Sapphire worth 1,000 gp ([i]Instant Summons[/i] for agrippa)
 - 3,100 gp ruby dust
 - 570 gp jade dust
 - 100 gp [i]Phantom Trap[/i] components
 - 600 gp diamond dust
 - 1000 gp worth of powdered amber, two snake scales, and two pinches of mushroom spores
 - 100 gp worth of lead-based ink
 - 250 gp of gold dust
 - A mirror of finely wrought and highly polished silver costing  1,000 gp, 2 feet by 4 feet.
 - 500 gp of black onyx
 - 6,000 gp of mercury and phosphorus
 - A diamond worth 200 gp
 - 500 gp incense
 - Four strips of ivory (worth 50 gp each) formed into a rectangle.
 - 500 gp worth of [i]true seeing[/i] spell components
 - Two [i]circle of death[/i] components
 - Two [i]undeath to death[/i] components
 - Two potions of Bull's Strength
 - A [i]magnificent mansion[/i] focus
 - A miniature platinum sword with a grip and pommel of copper and zinc worth 250 gp.
 - Two 500 gp diamonds, plus one additional 1000 gp diamond.
 - 1,500 gp worth of crushed pearls and a drop of honey.

 [i]Eli's Inscrutable Agrippa[/i] (50,000 gp)
 - Marked with [i]arcane mark[/i] for [i]instant summons[/i]

 [i]Wand of Identify (19 charges)[/i] (2,200 gp)

 [i]Scroll of Greater Teleport[/i] (2,275 gp)
 [i]Scroll of Stoneskin[/i] (1,375 gp)
 [i]Scroll of Tongues[/i] (375 gp)
 [i]Scroll of Transformation[/i] (1,950 gp)
 [i]Scroll of Illusory Wall[/i] (375 gp)
 [i]Scroll of Geas[/i] (1,650 gp)

 [i]Potion of Cure Serious Wounds, x4[/i] (1,500 gp)
 
 [i]Contingent Spells:[/i]
 - [i]Break Enchantment[/i], CL 15, activates when becomes affected by a hostile enchantment, alteration, curse, or petrifaction, (7,500 gp)
 - [i]Revivify[/i], CL 9, activates when dies (5,500 gp)
 - [i]Heal[/i], CL 11, activates when revivified (6,600 gp)

*** Stored Treasure ***
Sword of the Ebon Flame (Currently wielded by Lord Robilar)
Tome of the Black Heart (Secreted away in Maure Castle, guarded by Kerzit)
Arcane Library of secret knowledge (Secreted away in Maure Castle)
Laboratory (Secreted away in Maure Castle)

*** Notes ***
 
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The Wolf God

Paragon advanced greater barghest, Warshaper 5/Planar Champion 5/Legendary Dreadnought 44.

Size: Large
HD: 23d8+5d10+44d12+936+864+108 (2668 hp)
Initiative:+10
Speed:80 ft.
AC:70 (-1 size, +9 natural, +10 Dex, +12 luck, +12 insight, +18 armor)
Base Attack/Grapple:+45/+74
SQ: DR 10/epic and 48/- (stacking), SR 103, darkvision 60 ft., scent.
Abilities: Str 60, Dex 30, Con 33, Int 37, Wis 30, Cha 32.

Racial abilities: Does not sleep, eat or breathe; SLA: at will=Blink, Levitate, Misdirection (DC 34), Rage (DC 35), Invisibility Sphere (caster level 33); 3/day Greater Dispel Magic, Haste, See Invisibility (caster level 15); 1/day Charm Monster (DC 36), Crushing Despair (DC 36), Dimension Door, Mass Bull's Strength, Mass Enlarge (caster level 33). Change shape into goblinoid or wolf-like form as a standard action; in wolf form, Pass Without Trace at will. Darkvision 60 ft., scent.

Class abilities:
Warshaper: when in alternate forms only, possesses the following: immune to stunning, immune to critical hits, increase damage of extant natural weapons by one die size, add any new natural weapons desired, +4 to Str and Con, increase reach by 5 ft, fast healing 2 (redundant), change shape as a move-equivalent action.

Planar Champion: Favored plane, Gehenna +2 and Oerth +1 (add this bonus to Bluff, Diplomacy, Gather Information, Listen, Sense Motive, Spot, Wilderness Lore, and damage rolls against natives of the plane), See Invisibility constantly active, treat any weapon in which character is specialized as a force effect, immune to all natural planar hazards.

Legendary Dreadnought: 9/day Unstoppable Force (+20 to Str check to break object or barrier, including Walls of Force [DC 32] or to an attack roll), 9/day Unmovable (+20 to a grapple check to avoid being grappled, to a Str check to avoid mundane or magical attempt to move character, or to any save, including a Will save against any effect that would move character and does not normally grant a save), Shrug Off Punishment (+108 bonus hit points), Thick Skinned (DR 27/-, explicitly stacks with any DR from any source other than magical items or non-permanent spells).

Feats: Combat Reflexes, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Weapon Focus: Falchion, Weapon Specialization: Falchion, Improved Critical: Falchion, Greater Weapon Focus: Falchion, Greater Weapon Specialization: Falchion, Epic Weapon Focus: Falchion, Epic Weapon Specialization: Falchion, Overwhelming Critical: Falchion, Devastating Critical: Falchion, Damage Reductionx7, Epic Strength x6, Leadership, Epic Leadership, Epic Skill Focus: Knowledge (tactics).

Equipment: Grimcleaver (minor artifact, as keen vorpal +7 falchion of unholy power, which ignores all object hardness, inflicts 1/4 of base damage as vile damage, deals 1d4 Dex damage per hit from poison and, as per the Flesh Ring of Scorn, inflicts a critical hit on any threat if wielded by an evil outsider against non-outsiders), Impregnable Mantle of Terror (+10 urdrukar full plate; urdrukar increases DC of scrying checks by +40), sundry other items of power to be detailed at a later point.

History: The Wolf God has gone to great efforts to erase his early history; the evidence indicates that this is not out of any sense of shame for it, but merely the certain knowledge that the less his enemies know, the less they can use against him. Consequently, the earliest extant records available on Oerth, in the hands of such as the Circle of Eight and other plane-crossing individuals of considerable resources, are of his career as a mercenary general in the Blood War, under the pseudonym of the Wolf Lord. His formidable physical abilities allowed him to dominate his devilish troops with ease; his fiendish cunning and excellent grasp of tactics were put to excellent use both against his opponents, whom he routed on every field of battle, and against his general staff, as capable as they were disloyal. By proving too valuable not to use, and too powerful to assassinate, he soon commanded an army whose worth was unparalleled.

Following the Greyhawk War, he became apprised of two things. First, that there were many untapped resources on Oerth, waiting to be used by one who knew the ways of leadership and war. Secondly, that the Dark Eight had decided he could no longer be trusted, swollen as his personal and temporal power had become. He approached them with the second piece of knowledge, and made them a deal: that he would turn over to them the bulk of his armies, and withdraw from the Lower Planes with his staff, in return for certain artifacts of power which they possessed, and certain others which they could cause to be forged. Aware that conflict with a forewarned (and thus forearmed) Wolf Lord would weaken the front much more than these concessions, the Dark Eight agreed.

Taking over the goblinoids and giants of the Flaenaess was almost pitifully easy. Turrosh Mak of the Pomarj had already well prepared the ground there, so it was the first place visited by the newly-styled Wolf God. An overt takeover would have served no purpose; a simple conversation with the petty Emperor convinced the poor half-orc that it was by far in his best interests to accede to this apparation's demands. From this base, the Wolf God proceeded to subdue the giantish tribes that occupied the numerous mountain ranges, and the humanoids that dogged their heels like jackals waiting for the lions to finish. Imposing a proper sense of discipline on them proved nigh-impossible, so a new plan was concocted: rather than let each tribe rule itself in a feudal system, a more rigid hierarchy would allow the more fit to rule those who could evidently not rule themselves. Recruiting ogre magi, those humans and humanoids cunning enough to wield magic, and diverse other creatures of power and intellect, he set them as a priestly caste, to rule over the castes of warriors and labourers. With the advice of his devilish staff and rakshasa consort, he devised an intricate system where official rank, career, and race intertwine to create a hierarchy twisted enough that instruction in it is a large part of his subjects' education.

Cohort: Khana Vhearshalkhoura, Rakshasa Loremaster12/Archmage5/Divine Oracle10/Fatespinner5/Initiate of the Sevenfold Veil 7/Elemental Savant(air)10

Feats: Skill Focus: Knowledge (religion), Spell Focus: Abjuration, Greater Spell Focus: Abjuration, Skill Focus: Spellcraft, Energy Substitution: Electricity, Born of the Three Thunders, Quicken Spell, Spell Focus: Evocation, Automatic Quicken Spellx3, Multispellx2, Intensify Spell, Improved Metamagicx5.
 
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Seth Rhynnon, Male Human Rgr12/Sor12/foe hunter6
Medium Humanoid ; HD 12d10+120(Ranger) , 12d4+120(Sorcerer) , 6d10+60(Foe Hunter) ;
hp 520; Init +17; Spd 35; AC:41
Atk +37/32/27/22/+37 base melee, +30/25/20/15 base ranged;
+42/37/32/27/+40/+40 (1d8+22, +4 Longsword; 1d6+17, +5 Sword, short);
SQ: Fire Resistance (Ex): 10, Cold Resistance (Ex): 10, Damage Reduction (Su): 20/+6, Spell Resistance (Ex): 30, Fast Healing (Ex): 20;
AL LN; SV Fort +25, Ref +20, Will +24;
STR 47, DEX 33, CON 34, INT 35, WIS 37, CHA 37.

Special Abilities:
Hated Enemy Chaotic Outsiders (demons)
Hated Enemy Damage reduction 7/-
Hated Enemy Spell Resistance 21
Rancor +3d6
Favored Enemies : Chaotic Outsider (Demons) +3, Orc +2, Giant +1
Blinding Speed: Can become hasted for up to 5 rounds/day.
Ring of major elemental resistance (universal): resists 30 points against all energy types
Cloak of displacement (major): All attacks have 50% of missing

Artifacts
Scepter of Neutrality: The possessior gains +4 Con, grants the holder fast healing 2, can cast 3/day tongues, shout, greater command, possessor is driven to seek resolution to disputes (though not neccessarly peaceful ones)
Orb Of Neutrality: wielder can see in all directions at once like a robe of eyes but none of the draw backs, gains darkvision to 120 ft and can see ethereal creatures within 120 ft, gains a +15 bonus to spot & search checks; possessor retains dex bonus when flatfooted and can not be flanked, +4 Cha
Crown of Neutrality: The wearer is immune to acid and cold, +4 Int. +4 AC, SR 20, can tell between truth, half truths and lies they hear and read, User can cast Geas/quest, detect thoughts, and otiluke's resilistant spere 3/day. wearer is compelled to reveal all falsehoods he decerns even his own.
Regalia of Might Resonating Effects: +2 bonus to diplomacy checks made against neutral creatures, who recognize the owner as a powerful servant of neutrality; +1 bonus to saves against mind influencing effects,poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. Animals (including dire animals but not beasts) hold the character in high regard. All lawful and chaotic spells cast by the owner have +2 added to there dave DC. +4 to Str, Dex, Wis, and any weapon used by the owner is treated as a speed weapongranting an extra attack at his highest attack bonus.
Any good or evil character attempting to use any of these items takes 5d6 damage and may lose 2000xp.

The Flask of Tuerny the merciless: Used to capture demons. demons inside can be called out to serve the owner. calling upon the demonsmay result in alignment change to chaotic evil.

Skills: Animal Empathy +16, Appraise +20, Balance +19, Bluff +39, Climb +34, Concentration +35, Craft (misc) +18, Diplomacy +35, Disguise +23, Escape Artist +19, Forgery +20, Gather Information +27, Handle Animal +18, Heal +19, Hide +29, Intimidate +76, Jump +26, Listen +54, Literacy +10, Move Silently +32, Perform +27, Remote View +20, Ride +20, Scry +20, Search +31, Sense Motive +29, Spot +54, Swim +24, Tumble +14, Use Rope +21, Wilderness Lore +46.

Feats: Alertness, Armor Proficiency: light, Armor Proficiency: medium, Blinding Speed, Dash, Epic Reputation, Epic Weapon Focus: Longsword, Favored Critical, Improved Critical: Longsword, Improved Initiative, Power Critical: Longsword, Shield Proficiency, Simple Weapon Proficiency, Superior Initiative, Track, Warrior Born, Weapon Focus: Longsword.

(Sor 6/10/9/9/9/8/5): 0 -- Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending; 1st -- Expeditious Retreat, Know Protections, Mage Armor, Obscuring Mist, True Strike; 2nd -- Darkvision, Glitterdust, Protection from Arrows, See Invisibility, Shatter; 3rd -- Dispel Magic, Fireball, Gust of Wind, Magic Circle against Chaos; 4th -- Improved Invisibility, Locate Creature, Polymorph Self; 5th -- Dismissal, Sending; 6th -- Control Weather.

Spells Prepared (Rgr --/4/3/3): 1st - Dawn, Hunter`s Mercy, Pass without Trace, Towering Oak; 2nd - Cure Light Wounds, Easy Trail, Speak with Plants; 3rd - Detect Favored Enemy, Embrace the Wild, Forestfold.

Possessions:
Weapons: +4 Longsword: Lawful, Bane vs Chaotic Outsiders; +5 Sword, short;

Magic: Ring: Protection +5 (50,000 gp); Ring: Universal Elemental Resistance, Major (216,000 gp); Wondrous: Bracers of armor (+8) (64,000 gp); Wondrous: Belt of epic strength (+8) (640,000 gp); Staff: Cosmos (Charges: 50) (683,437 gp); Wondrous: Dust of disappearance (3,500 gp); Wondrous: Cloak of displacement, major (50% miss chance) (50,000 gp).

Animal Companions
Uthro, Male Awakened Legendary Wolf Animal14/Rog6: CR 13; Medium Animal ; HD 14d8+126(Animal) , 6d6+54(Rogue) ; hp 248; Init +12; Spd 60; AC:27 (Flatfooted:27 Touch:22); Atk +25/20/15 base melee, +26/21/16 base ranged; +25 (2d6+16, Bite); SA: Trip (Ex) ; SQ: Scent (Ex); AL N (Evil Tendences); SV Fort +20, Ref +26, Will +9; STR 32, DEX 34, CON 28, INT 8, WIS 17, CHA 13.
Skills: Hide +16, Intimidate +12, Intuit Direction +11, Jump +20, Listen +20, Move Silently +19, Search +3, Spot +10, Wilderness Lore +23.
Special: Evassion, Sneak attack, Uncanny Dodge
Feats: Armor Proficiency: light, Track, Crush, Dirty Fighting.
Possessions:
Magic: Wondrous: Collar of Resistance +5
Notes: Utrho is Seth Rhynnon's long time animal companion. Once just an ordinary Dire Wolf, Uthro was awakened by the Druid Titania as a reward for driving a Balor from her grove. Uthro is feircely loyal to Seth, and will protect him with his life.


Munin, Male Animal, Raven Ari10, Small Magical Beast ; hp 260; Init +2; Spd 10, Fly, Average 40; AC:18 (Flatfooted:16 Touch:14); Atk +5/0 base melee, +11/6 base ranged; +11 (1d2-4, Claws); AL NG; SV Fort +3, Ref +5, Will +11; STR 3, DEX 15, CON 10, INT 9, WIS 18, CHA 16.
Skills: Bluff +10, Diplomacy +15, Gather Information +18, Hide +10, Read Lips +3, Spot +13.
Feats: Flyby Attack, Skill Focus: Bluff, Skill Focus: Diplomacy, Trustworthy, Weapon Finesse: Claws.
Possessions:
Magic: Ring: Ring of Growth; Ring: Mage Armor.
Notes: Munin is Seth Rhynnon's sixth familiar. He is a talking raven, who claims to be from a distant land far to the west, where talking animals are commonplace but men are rare. He is very intelligent and quite likible, dispite a pronounced superiority complex. He avoids combat, but if forced to fight will use his ring of growth (fixed about his right leg) to increase his size dramaticly.
 
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Eli's Lieutenants, Matak and Natak

(Not finished, equipment needs to be purchased)

MATAK AND NATAK, INCUBUS AND SUCCUBUS BRD7
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 6d8+6 plus 7d6+7 (68 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 36 (+2 Dex, +9 natural, +8 armor, +5 shield, +2 deflection), touch 14, flat-footed 34
Base Attack/Grapple: +11/+11
Attack: Claw +11 melee (1d6), Rapier +12 melee (1d6+1) and spell, or Whip +12 melee (1d4+1 plus 1d6 nonlethal)
Full Attack: 2 claws +11 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Countersong, energy drain, fascinate, inspire competence, inspire courage +1, spell-like abilities, spells, suggestion
Special Qualities: Bardic knowledge, damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues
Saves: Fort +11, Ref +16, Will +18
Abilities: Str 11, Dex 15, Con 13, Int 20, Wis 18, Cha 31(37)
Skills:
+31 <=> Bluff (16)
+17 <=> Concentration (16)
+37 <=> Diplomacy (16)
+22* <=> Disguise (9)
+33 <=> Intimidate (16)
+22 <=> Sense Motive (16)
+14 <=> Knowledge (Geography) (9) (Matak)
+14 <=> Knowledge (History) (9) (Natak)
+11 <=> Hide (9)
+11 <=> Move Silently (9)
+21 <=> Listen (9)
+21 <=> Spot (9)
+11 <=> Escape Artist (9)
+14 <=> Search (9)
+3 <=> Use Rope (1)
+29 <=> Perform (In Bed) (16)
+29 <=> Perform (Matak - Sing, Natak - Stringed Instruments) (16)
+9 <=> Knowledge (Nobility and Royalty) 5

Feats: Combat Casting, Dodge, Mobility, Negotiator, Persuasive
Alignment: Always chaotic evil
Level Adjustment: +6

A succubus is 6 feet tall in its natural form and weighs about 125 pounds.

Combat

Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubi use their polymorph ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress when encountered within a dungeon.

A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 21 Will save to negate the effect of the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Spell-Like Abilities: At will—charm monster (DC 24), detect good, detect thoughts (DC 22), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 23), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Summon Demon (Sp): Because the Crystal Sphere has been sealed, Matak and Natak can no longer summon demons from the Abyss. They can, however, summon each other without fail, at will.

Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Matak and Natak avoid revealing their demonic nature when abroad, when possible, and so speak instead of using telepathy.

Bardic Music (Su): Matak and Natak can each use bardic music 7 times per day. They can countersong, fascinate, inspire courage +1, inspire competence, and make suggestions.

Bardic Knowledge (Ex): Matak and Natak know all sorts of things. Matak has a +12 bonus to his bardic knowledge check, but Natak has a +14 due to her knowledge (history) ranks.

Spells Per Day: 3/6/5/2
Spells Known:
Matak: 0: Detect Magic, Know Direction, Lullaby, Message, Prestidigitation, Read Magic; Charm Person, Cure Light Wounds, Hideous Laughter, Undetectable Alignment; Calm Emotions, Cure Moderate Wounds, Enthrall, Suggestion; Charm Monster, Glibness
Natak: 0: Detect Magic, Flare, Mage Hand, Mending, Open/Close, Summon Instrument; Charm Person, Cure Light Wounds, Magic Aura, Undetectable Alignment; Blindness/Deafness, Glitterdust, Rage, Shatter; Crushing Despair, Slow

Skills: Succubi have a +8 racial bonus on Listen and Spot checks.

*While using her alter self ability, a succubus gains a +10 circumstance bonus on Disguise checks.

Code:
Matak

Cloak of Charisma +6		36000
Adamantine Chain Shirt, +4	21150
Mithral Buckler, +4		17015				
Rapier, Spell Storing, +1	8310
Ring of Protection +2		8000
Ring of Mind Shielding		8000
Vest of Resistance +4		16000
Bronze Horn of Valhalla		50,000

Natak

Cloak of Charisma +6		36000
Mithral Chain Shirt, +4		17150
Mithral Buckler, +4		17015
Whip, Merciful, +1		8310
Ring of Protection +2		8000
Ring of Mind Shielding		8000
Lyre of Building			13000
Vest of Resistance +4		16000
 
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And now, a flashback to the 3rd IR. Let's all hope we never have to see him in the 5th.

Anabstercorian

Medium Aberration [Psionic]
Hit Dice: 200d8+1800/7200 (2700 hp / 8100 hp)
Initiative: +15/+42
Speed: 40 ft./100 ft. (8/20 squares)
Armor Class: 185 (+11/+38 Dex, +100 inertial armor for 193 pp), touch -7, flat-footed 185
Base Attack/Grapple: +15+90E/[+111/+143]
Attack: Tentacle slap +121/+148 melee (1d4+11/1d4+38), sword +121/+148 (1d8+16/+43 | 19/x2)
Full Attack: 4 tentacle slaps +116/+143 melee (1d4+11/1d4+38)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind blast, psionics, improved grab, extract
Special Qualities: Psionic reinforcement, spell resistance 217, telepathy
Saves: Fort +64, Ref +64, Will +64
Abilities:
Str 33[+11]/87[+38] (Helix Ring, +6 Enhancement) or (Psionic Reinforcement +60 Enhancement)
Dex 33[+11]/87[+38] (Helix Ring, +6 Enhancement) or (Psionic Reinforcement +60 Enhancement)
Con 29[+9]/83[+36] (Helix Ring, +6 Enhancement) or (Psionic Reinforcement +60 Enhancement)
Int 54[+22] (Crown of Infinite Thought, +18 Enhancement)
Wis 50[+20] (Crown of Infinite Thought, +18 Enhancement)
Cha 51[+20] (Crown of Infinite Thought, +18 Enhancement)
Skills (Approximate):
Autohypnosis (180)
Balance (20) +31/+58
Bluff (20) +40
Climb (20) +31/+58
Concentration (180) +189/+216
Decipher Script (20) +42
Diplomacy (20) +40
Disable Device (20) +44 (MW Tools via Creation)
Disguise (20) +40
Escape Artist (20) +31/+58
Forgery (20) +42
Gather Information (20) +40
Handle Animal (20) +40
Heal (20) +40
Hide (20) +31/+58
Intimidate (20) +40
Jump (20) +31/+82
Knowledge (Arcana) (180) +202
Knowledge (Psionics) (180) +202
Knowledge (History) (180) +215
Knowledge (Other) (80) +102
Listen (20) +40
Move Silently (20) +31/+58
Open Lock (20) +31/+58
Perform (Oratory) (100) +120
Psicraft (180) +202
Ride (20) +31/+58
Search (20) +42
Sense Motive (20) +40
Sleight of Hand (20) +31/+58
Spellcraft (180) +202
Spot (20) +40
Survival (20) +40
Swim (20) +31/+58
Tumble (20) +31/+58
Use Magic Device (20) +40
Use Psionic Device (20) +40
Use Rope (20) +31/+58
Feats: Combat Manifestation, Improved Initiative, Skill Focus (Knowledge: History), Expanded Knowledge (Dominate [Psionic], Empathic Transfer, Hustle, Schism)
Epic Feats:
Advanced Firearms Proficiency (d20 Modern)
Burrowing Power
Burst Fire (d20 Modern)
Combat Archery (with firearms instead)
Craft Epic Psionic Arms and Armor
Craft Psionic Arms and Armor
Craft Epic Universal Item
Craft Universal Item
Dead Aim (d20 Modern)
Distant Shot
Double Tap (d20 Modern)
Efficient Item Creation (Epic Arms and Armor)
Empower Power
Epic Expanded Knowledge (Astral Seed, Genesis, Restoration [Psionic])
Epic Prowess x3
Epic Psionic Focus x7
Epic Psionic Shot
Epic Skill Focus (Knowledge: History)
Fast Healing x4
Greater Psionic Shot
Far Shot
Fell Shot
Improved Metapsionics x6
Improved Combat Manifestation
Improved Precise Shot
Instant Reload
Intensity Power
Maximize Power
Personal Firearms Proficiency (d20 Modern)
Point Blank Shot
Precise Shot
Psionic Meditation
Psionic Shot
Quick Draw
Quicken Power
Rapid Reload (Cartridge-based firearms)
Skip Shot (d20 Modern)
Speed of Thought
Strafe (d20 Modern)
Uncanny Accuracy
Unconditional Power
Widen Power
Weapon Focus (SMG)
Challenge Rating: Very High
Treasure:
Helix Ring (+6 Enhancement bonus to all physical stats) (144K gp)
Ring of Second Chances (Grants evasion and mettle of will and fortitude) (100K gp)
Tattoo of Mighty Fists +5 (Amulet slot, 150K gp)
Tattoo of the Martial Way (As Monk's Belt plus grants weapon/armor prof. as fighter, belt slot, 28K gp)
Tattoo of Astral Walking (As boots of teleportation, boots slot, 49K gp)
Tattoo of the Sheltered Heart (As scarab of protection with 120 charges, vest slot, 380K gp)
Crystal +1 Psychic Sundering Longsword (44K gp)
Crown of Infinite Thought (+18 Enhancement bonus to all mental stats) (12,960K gp)

Alignment: Neutral

An illithid, wrapped in robes of silk, stands regally at some six feet. It radiates and shimmers, enshrouded with an aura of potency, it's skin covered from head to toe in blisteringly bright psionic tattoos in mysterious patterns

Anabstercorian is the final heir of Illithid culture in the sphere of Toril. His existence in this time and space is a horrible anomaly of time and space, and hopefully not long to be.

Combat

Incarnate Powers: Anabstercorian has aura sight, conceal thoughts, danger sense, detect psionics, detect remote viewing, detect teleportation, elfsight, know direction and location, my light, tongues (psionic), and ubiquitous vision incarnated upon himself at 178th manifester level.

Inherent Bonuses: Anabstercorian has used reality revision liberally to maximize his potential. He has a +5 inherent bonus to every ability score.

Mind Blast: Anabstercorian's mind blast is more powerful than most earthquakes. At will as a standard action, he may unleash a 120' burst of psychic power, which penetrates all matter as though it was unobstructed but is deflected by magical force or a prismatic wall or sphere, centered on himself. All creatures besides himself caught in this burst with 5 or more HD must make a Will save (DC 132) or suffer one of the following effects:
4 HD or less: Die, with no saving throw to resist the effect.
5-9 HD: Die.
10-18 HD: Driven insane per the spell, and stunned for 3d4 rounds.
19+ HD: Stunned for 3d4 rounds.

Psionics: Anabstercorian manifests psionic powers as a 180th level Psion specializing in the psionic discipline of clairsentience.
Power Points/Day: 2323
Powers Known:
Anabstercorian knows all spells on the Psion/Wilder power list, as well as all powers restricted to the clairsentience discipline. Additionally, due to Expanded Knowledge and Epic Expanded Knowledge feats, he knows the following powers:
Level 2: Empathic Transfer
Level 3: Hustle
Level 4: Dominate (Psionic), Schism
Level 6: Restoration (Psionic)
Level 8: Astral Seed
Level 9: Genesis

Psionic Reinforcement (Su): Anabstercorian's body can be supercharged by his psionic energy, granting him several fantastical abilities. When this power is active, he enjoys a continuous +60 ft. enhancement bonus to all his movement types, gains a Fly speed of 180 ft. (perfect) that can be increased by 30 ft. for every maneuverability category it goes down (to a max of 300 (clumsy)), a continuous +60 enhancement bonus to Strength, Dexterity, and Constitution, DR 20/Epic, and +20 to Natural Armor. He may activate this ability as a full round action by expending 1000 PP, and it lasts for 20 minutes.

Telepathy (Su): Anabstercorian can communicate telepathically with any creature on the same plane of existence whose existence he is aware of.
 

Anabstercorian said:
And now, a flashback to the 3rd IR. Let's all hope we never have to see him in the 5th.

Anabstercorian
*looks up the number of a paragon githyanki Rgr15/PsyWar15/Illithid Slayer100 twin annulus dual-wielder*

Just in case. :p
 
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