Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Of Deities and Demigods
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ash Mantle" data-source="post: 4788372" data-attributes="member: 11010"><p><em>“Balance above alignment, knowledge above all”</em></p><p></p><p><strong>Boccob</strong></p><p><em>The Uncaring, Lord of All Magics, The Archmage of the Deities</em></p><p><strong>Greater Oerthian Deity</strong></p><p><strong>Symbol:</strong> An eye balanced on a pedestal inside a pentagon</p><p><strong>Home Plane:</strong> The Outlands </p><p><strong>Alignment:</strong> Neutral</p><p><strong>Aliases:</strong> Al’Zarad (Bakluni) </p><p><strong>Superior:</strong> None</p><p><strong>Allies:</strong> Cyndor, Delleb, Istus, Lendor, Wee Jas; distant</p><p><strong>Foes:</strong> Tharizdun</p><p><strong>Servants:</strong> Mordenkainen, the Circle of Eight, Zagyg the Mad</p><p><strong>Servitor Creatures:</strong> Jann genies, invisible stalkers, Huge elementals (any kind)</p><p><strong>Manifestations:</strong> None</p><p><strong>Signs of Favor:</strong> Sudden insight involving magical research or arcane theories </p><p><strong>Portfolio:</strong> Magic, arcane knowledge, foresight, foreknowledge, balance, neutrality</p><p><strong>Worshippers:</strong> Arcane spellcasters, astrologers, philosophers, loremasters, oracles, sages, seers, diviners</p><p><strong>Cleric Alignments:</strong> Any; primarily CN, LN, NE, N, NG</p><p><strong>Specialty Priests:</strong> Arcanists/Arcanologists </p><p><strong>Holy Days:</strong> Celestial conjunctions, Great Discovery, Last Rite of the Prophet</p><p><strong>Domains:</strong> Balance, Knowledge, Magic, Oracle, Spell</p><p><strong>Favored Weapon:</strong> <em>The Staff of the Archmagus </em>(quarterstaff)</p><p></p><p><strong>Boccob</strong></p><p><strong>Arcane Oracle 10/Archmage 5/Loremaster 20/Wizard 25</strong></p><p><strong>Medium Outsider (Extraplanar)</strong></p><p><strong>Divine Rank:</strong> 17</p><p><strong>Hit Dice:</strong> 10d6 + 5d4 + 20d4 + 25d4 + 660 + 3 (923 hp)</p><p><strong>Initiative: </strong>+16 (+12 Dex, +4 Improved Initiative) </p><p><strong>Speed: </strong>60 ft. (12 squares)</p><p><strong>Armor Class: </strong>86 (+13 deflection, +12 Dex, +17 divine, +1 dodge, +32 natural), touch 53, flatfooted 86</p><p><strong>Base Attack/Grapple:</strong> +30/+52</p><p><strong>Attack:</strong> <em>The Staff of the Archmagus</em> +59 melee (1d8+29/x3); or spell +73 melee touch or +79 ranged touch </p><p><strong>Full Attack:</strong> <em>The Staff of the Archmagus</em> +59/+54/+49/+44 melee (1d8+29/x3); or spell +73 melee touch or +79 ranged touch</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Arcane fire, domain powers, mastery of counterspelling, mastery of elements, mastery of shaping, salient divine abilities, spell-like abilities, spell power +3, spells</p><p><strong>Special Qualities:</strong> Alter reality, alter size, arcane reach, avatar, divination enhancement, damage reduction 40/epic and mithral, divine aura (17 miles, Will DC 50), divine immunities, familiar (owls), godly realm, greater lore, <em>greater teleport</em> at will, immunity to acid and cold, immunity to surprise, improved uncanny dodge, lore, <em>planeshift</em> at will, prescient sense, remote communication, scry bonus +1, secrets (instant mastery, secret health, secrets of inner strength, secrets of true stamina, secret knowledge of avoidance, weapon trick, dodge trick, applicable knowledge, newfound arcana, more newfound arcana), spell resistance 119, resistance to sonic 37, trap sense +3, true lore, uncanny dodge, understand, speak, and read all languages and speak directly to all beings within 17 miles </p><p><strong>Saves:</strong> Fort +76, Ref +77, Will +94 *Always receives a 20 on saves</p><p><strong>Abilities:</strong> Str 22, Dex 34, Con 33, Int 58, Wis 54, Cha 36</p><p><strong>Skills:</strong> Appraise +110 (+120 alchemical items, +120 books, +120 calligraphy, +120 paintings, +120 forged items), Balance +36, Bluff +96, Concentration +126, Craft (alchemy) +126, Craft (bookbinding) +126, Craft (calligraphy) +114, Craft (painting) +110, Decipher Script +136, Diplomacy +107, Disguise +82 (+88 when acting character), Escape Artist +47, Forgery +126, Gather Information +119, Heal +100, Hide +71, Intimidate +91, Knowledge (arcana) +152, Knowledge (architecture and engineering) +100, Knowledge (dungeoneering) +126, Knowledge (geography) +106, Knowledge (history) +136, Knowledge (local) +100, Knowledge (nature) +126, Knowledge (nobility and royalty) +100, Knowledge (the Planes) +136, Knowledge (religion) +136, Listen +103, Perform (oratory) +30, Search +115 (+121 to find secret doors), Sense Motive +136, Sleight of Hand +36, Spellcraft +152 (+162 for scrolls), Spot +103, Survival +40, Use Magic Device +124 (+134 for scrolls) *Always receives a 20 on checks </p><p><strong>Feats:</strong> Brew Potion, Chain Spell, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials, Explosive Spell, Extend Spell, Forge Ring, Fortify Spell, Greater Spell Focus (all) B, Heighten Spell, Improved Initiative, Iron Will, Persistent Spell, Reach Spell, Repeat Spell, Sacred Spell, Scribe Scroll B, Spellcasting Prodigy, Spell Focus (all) B, Spell Mastery (all) B, Twin Spell, Transdimensional Spell</p><p><strong>Epic Feats:</strong> Enhance Spell, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Focus (all) B, Ignore Material Components, Improved Heighten Spell, Intensify Spell, Multispell x6</p><p><strong>Divine Immunities:</strong> Ability damage, ability drain, death effects, disease, disintegration, energy drain, mind-effecting effects, paralysis, poison, <em>sleep</em>, stunning, transmutation, imprisonment, banishment</p><p><strong>Salient Divine Abilities:</strong> Arcane Mastery, Archmage of the Deities*, Automagic Metamagic (quicken wizard spells), Automatic Metamagic (silent wizard spells), Automatic Metamagic (still wizard spells), Control Creatures (any creature that can cast a spell or use a spell-like ability, 17 creatures/day), Craft Artifact, Create Greater Object, Create Object, Divine Blast (16/day, 17 miles, 30d12 damage), Divine Creation, Divine Recall (magic), Divine Shield (15/day, absorbs 170 points of damage), Divine Skill Focus (Knowledge [arcana]), Divine Skill Focus (Spellcraft), Divine Spellcasting, Increased Spell Resistance (x2), Instant Counterspell, Lord of All Magic*, See Magic, Spontaneous Wizard Spells, True Knowledge; Boccob has permanently sacrificed access to one domain for an additional salient divine ability. </p><p>*Unique Salient Divine Abilities; see below for details. </p><p><strong>Environment:</strong> The Library of Lore, The Outlands </p><p><strong>Organization:</strong> Unique</p><p><strong>Challenge Rating:</strong> 64</p><p><strong>Treasure:</strong> Quintuple standard plus the Staff of the Archmagus</p><p><strong>Alignment:</strong> Neutral</p><p><strong>Advancement:</strong> ––</p><p><strong>Level Adjustment:</strong> ––</p><p></p><p><strong>Combat </strong></p><p></p><p>Boccob neither seeks nor avoids confrontations, though he does not hesitate to disabuse others of the illogicality and foolishness of fighting him; he desires balance above morality, knowledge above all. As Lord of All Magic and the Archmage of the Deities, Boccob has virtually limitless options in dealing with those foolish enough to challenge him, or assuming he feels threatened or amused by the other party. </p><p>Boccob always has <em>foresight </em>and <em>true seeing</em> cast upon his person and so is never deceived, surprised or flat-footed. He will wrap himself in various magical protections to stymie attempts at harming him. Immediately after, he will increase his armor class (+22) with single uses of his Balance domain power and activate his Divine Shield. He will always be Seeing Magic as the salient divine ability. </p><p>He will then initiate combat by calling on his Divine Aura, setting it to daze, and <em>calming emotions</em> to force peace upon the battlefield. Against obvious extraplanar foes, he will <em>imprison</em>, or <em>dismiss</em> or <em>banish </em>them back to their own planes. Usually this will end the combat, freeing Boccob to attend to important matters and leaving the dignity of his opponents intact. If violence persists, Boccob will neither give nor ask for quarter. </p><p>He will saturate the area with <em>antimagic fields</em> and launch <em>disjunctions, greater dispel magics</em> and <em>reaving dispels</em> at enemy spellcasters, melee specialists and rogues in that order. He will resolve this round by speaking <em>words of balance</em>, killing, paralyzing, weakening or nauseating nonneutral creatures and detonating an enhanced and intensified <em>sacred fire storm</em> on the party, dealing half divine and sonic damage.</p><p>If foes are still standing, Boccob will cast a veritable battery of combat spells, dispelling magic all the while. His incredible intelligence allows Boccob to select the most appropriate attack form for opponents, through use of Spontaneous Wizard Spells, and determine when to convert spells to the appropriate element or energy accordingly. He will follow up his previous spell barrage by unleashing <em>fireballs, greater shouts, incendiary clouds, polar rays, meteor swarms, spheres of ultimate destruction</em> with modified elements or energies as appropriate and repeating throughout combat as necessary. </p><p>Against foes that seem to be particularly persistent, Boccob will first launch <em>arcane fire</em> on his adversaries dealing raw magical energy and is then quick to cast epic spells, preferring those that strip away magical protections and known spells, and the d<em>isc of concordant opposition</em>. </p><p>For exceedingly heavily protected and tenacious foes, Boccob will unleash salvos of his Divine Blast. </p><p>Boccob will never allow fighting to descend into physical fisticuffs, finding it barbaric and superfluous. </p><p></p><p><strong>Alter Reality (Su):</strong> Boccob exerts a considerable measure of control over reality itself, and his very presence can command the very essence of the world around him. </p><p>Boccob can use the <em>wish</em> spell and duplicate practically any spell effect as long as the effect promotes magic, arcane knowledge, foresight, foreknowledge, balance or neutrality. This ability costs him no XP and requires a standard action to implement. </p><p>He may cast any <em>cure</em> spell at will as a standard action. Applying metamagic feats to the spells requires him to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell. </p><p>As a swift action, Boccob can assume any size from Fine to Colossal. This ability allows Boccob to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. Finally, Boccob may create up to twenty avatars. </p><p></p><p><strong>Archmage of the Deities (unique salient divine ability):</strong> Boccob is without question among the greatest practitioners of arcana in the multiverse. His untold millennia of arcane mastery is virtually unmatched by any save the greatest deities or cosmic entities of magic. This mastery manifests itself in a variety of ways. First, Boccob has mastered all applicable high arcana. In addition, Boccob need never sacrifice or expend spell slots for his arcana as they are intrinsically tied to his very essence. </p><p><em>Arcane Fire (Su):</em> Boccob can channel arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (700 ft.) that always deals 170 points of damage. </p><p><em>Arcane Reach (Su):</em> Boccob can use spells with a range of touch on a target up to 170 feet away. Boccob must still make a ranged touch attack. </p><p><em>Mastery of Counterspelling:</em> When Boccob counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. This reflection of spell energy affects even area-affecting spells which are typically not subject to spell turning; for example, if an enemy wizard casts a fireball in an area of effect that could affect Boccob, the fireball would be redirected to an area of effect centered on the enemy caster. </p><p><em>Mastery of Elements:</em> Boccob can alter an arcane spell when cast so that it utilizes a different element or energy from the one it normally uses. This ability can alter spells with the acid, cold, fire, electricity, sonic, or positive or negative energy descriptors. The spell’s casting time is unaffected and Boccob may apply the appropriate element or energy to the spell as a swift action; for example, Boccob may fully transform an ice storm spell so that it deals positive energy damage before casting a delayed blast fireball that deals electricity damage. All spells modified this way always deal maximum damage. </p><p><em>Mastery of Shaping:</em> Boccob can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread and may do so as an immediate action. </p><p></p><p><strong>Domain Powers:</strong> Boccob casts divination spells at +3 caster level; Boccob uses scrolls, wands, and other devices with spell completion or spell trigger activation as a 77th level wizard; 17/day as a free action, Boccob adds his Wisdom modifier (+22) to his Armor Class for 60 rounds; Boccob gains a +2 bonus on Concentration and Spellcraft checks </p><p></p><p><strong>Epic Spells:</strong> 10 per day. Epic spells known: <em>animus blast, animus blizzard, disc of concordant opposition, contingent resurrection, crown of vermin, demise unseen, dire winter, dreamscape, eclipse, eidolon, enslave, epic counterspell, epic mage armor, epic repulsion, epic spell reflection, greater epic mage armor, greater ruin, hellball, kinetic control, let go of me, living lightning, lord of nightmares, mass frog, momento mori, mummy dust, nailed to the sky, peripety, rain of fire, raise island, ruin, safe time, spell worm, soul dominion, soul scry, summon behemoth, superb dispelling, verdigris</em>. Boccob has access to additional epic spells beyond this list; the actual extent of his knowledge of epic magic is unknown. </p><p></p><p><strong>Lord of All Magic (unique salient divine ability):</strong> Boccob is virtually unrivalled in his knowledge and application of spells and effects. Firstly, his mastery and knowledge of spells is such that he automatically casts arcane spells without need for spellbooks – in game terms, he gains a virtual Spell Mastery feat for all schools of magic. Additionally, Boccob may select spells from any spell list, whether arcane or divine (cleric and noncleric spell lists) and cast those spells as wizard spells. </p><p>In addition, his spells are extremely difficult to resist and obliterate spell resistance with ease – he gains Greater Spell Focus and Epic Spell Focus as virtual feats for all schools of magic and all spells cast by him receive a further +17 divine bonus to caster level. </p><p>Finally, for the purposes of his Lore ability, he uses the totality of his caster level to determine the bonus (typically +139).</p><p></p><p><strong>Spell-Like Abilities:</strong> At will –– <em>antimagic field, anyspell, augury, banishment, break enchantment, calm motions, clairaudience/clairvoyance, clarity of mind, commune, detect secret doors, detect thoughts, discern location, dismissal, divination, find the path, foresight, greater anyspell, greater dispel magic, greater scrying, imbue with spell ability, legend lore, identify, limited wish, make whole, mage armor, mass sanctuary, mordenkainen’s disjunction, nystul’s magic aura, protection from spells, rary’s mnemonic enhancer, scrying, silence, spell resistance, spell turning, true seeing, weighed in the balance, word of balance</em>. Caster level 77th, caster level 80th for divination spells. Save DCs = 50 + spell level. </p><p></p><p><strong>Wizard Spells per Day (Levels 0 – 25):</strong> Boccob casts spells as a 117th level wizard and as a 120th level caster for divination spells. 4/10/10/10/10/10/9/9/9/9/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2. Save DC = 66 + spell level. </p><p></p><p><strong>Other Divine Powers</strong></p><p>As a greater deity, Boccob automatically receives the best possible result on any die roll he makes (including checks, saves, and wizard caster level); as a deity of magic, Boccob does not receive the best possible die roll to attack rolls or damage as martial deities may receive. He is immortal. </p><p></p><p><strong>Automatic Actions:</strong> Boccob can use any Intelligence-based skill, any skill that deals with arcane knowledge, or any Knowledge skill, even those he has no ranks in, as an immediate action if the DC for the task is 30 or lower; he can use Knowledge (arcana) or Spellcraft as a swift action if the DC for the task is 47 or less. Boccob can also cast any arcane spell or spell-like ability as a swift action; though he can only cast seven swift action spells per round. He can use <em>legend lore</em> and <em>analyze dweomer </em>as swift actions at will. Boccob can perform up to twenty swift actions each round. </p><p></p><p><strong>Create Magic Items:</strong> As the deity of magic, Boccob can create any kind of magic item, and need only expend half the time and resources in doing so. </p><p></p><p><strong>Portfolio Sense:</strong> Boccob senses all magic use (spellcasting, item use, spell-like ability use, magic item effect or magic item creation) seventeen weeks before it happens and retains the sensation for seventeen weeks after the event occurs. He has a similar ability to sense the discovery, recording, or sharing of any spell or bit of arcane knowledge. He likewise senses any prophecy or prediction of the future (whether accurate or not) and any event that alters the balance of good, evil, law and chaos in the cosmology. </p><p></p><p><strong>Senses:</strong> Boccob can see, hear, touch, and smell at distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of divine rank 17 or lower at up to two remote locations at once for 17 hours. </p><p></p><p><strong>The Staff of the Archmagus:</strong> This beautiful oaken staff is shod in adamantine and inscribed with shimmering golden runes that seemingly move across the oak. The staff is capped with platinum sigils and topped with a massive purple diamond bearing the symbol of Boccob. <em>The Staff of the Archmagus</em>, otherwise known as <em>the Staff of Boccob</em>, is a <em>+6 defending quarterstaff</em> save that it deals 1d8 damage and has a x3 critical multiplier. </p><p>On a critical hit, one must succeed in a Fortitude save DC 50 or permanently lose spells or spell-like abilities of an amount equal to one-half of one’s hit dice. Only a wish or miracle can restore a level’s worth of spells or spell-like abilities. A deity or cosmic entity using divine or cosmic abilities to heal may automatically restore lost spells or spell-like abilities, so long as they succeed on an opposed rank check. </p><p>Arcana lost in this manner are absorbed by the staff as charges and provide 10 charges per HD of spells lost. </p><p>Boccob can draw out the arcana within his staff. For every 10 levels worth of spells within the weapon, Boccob receives a +1 divine bonus to his Knowledge, Spellcraft, caster level checks and spell DC. By expending charges in this way, he may negate XP costs or backlash damage when casting spells or epic spells. </p><p>Spells or spell-like abilities that fail to penetrate Boccob’s spell resistance are automatically absorbed by the staff to likewise provide charges. </p><p>Boccob may cast any spell he knows through the staff without losing the spell slot for the day and may freely apply metamagic feats to the expended spell. </p><p>Boccob may, as a standard action, alter the staff to emanate properties of known magical and epic staves, for example, Boccob may modify the staff so that it otherwise functions as a <em>staff of the cosmos</em>, or as a <em>staff of passage</em>; the spells cast by the staff in this way use the spell charges stored in the weapon. </p><p>Boccob typically has 600 charges stored within his staff, these charges reset daily if expenditure does not take place.</p></blockquote><p></p>
[QUOTE="Ash Mantle, post: 4788372, member: 11010"] [I]“Balance above alignment, knowledge above all”[/I] [B]Boccob[/B] [I]The Uncaring, Lord of All Magics, The Archmage of the Deities[/I] [B]Greater Oerthian Deity Symbol:[/B] An eye balanced on a pedestal inside a pentagon [B]Home Plane:[/B] The Outlands [B]Alignment:[/B] Neutral [B]Aliases:[/B] Al’Zarad (Bakluni) [B]Superior:[/B] None [B]Allies:[/B] Cyndor, Delleb, Istus, Lendor, Wee Jas; distant [B]Foes:[/B] Tharizdun [B]Servants:[/B] Mordenkainen, the Circle of Eight, Zagyg the Mad [B]Servitor Creatures:[/B] Jann genies, invisible stalkers, Huge elementals (any kind) [B]Manifestations:[/B] None [B]Signs of Favor:[/B] Sudden insight involving magical research or arcane theories [B]Portfolio:[/B] Magic, arcane knowledge, foresight, foreknowledge, balance, neutrality [B]Worshippers:[/B] Arcane spellcasters, astrologers, philosophers, loremasters, oracles, sages, seers, diviners [B]Cleric Alignments:[/B] Any; primarily CN, LN, NE, N, NG [B]Specialty Priests:[/B] Arcanists/Arcanologists [B]Holy Days:[/B] Celestial conjunctions, Great Discovery, Last Rite of the Prophet [B]Domains:[/B] Balance, Knowledge, Magic, Oracle, Spell [B]Favored Weapon:[/B] [I]The Staff of the Archmagus [/I](quarterstaff) [B]Boccob Arcane Oracle 10/Archmage 5/Loremaster 20/Wizard 25 Medium Outsider (Extraplanar) Divine Rank:[/B] 17 [B]Hit Dice:[/B] 10d6 + 5d4 + 20d4 + 25d4 + 660 + 3 (923 hp) [B]Initiative: [/B]+16 (+12 Dex, +4 Improved Initiative) [B]Speed: [/B]60 ft. (12 squares) [B]Armor Class: [/B]86 (+13 deflection, +12 Dex, +17 divine, +1 dodge, +32 natural), touch 53, flatfooted 86 [B]Base Attack/Grapple:[/B] +30/+52 [B]Attack:[/B] [I]The Staff of the Archmagus[/I] +59 melee (1d8+29/x3); or spell +73 melee touch or +79 ranged touch [B]Full Attack:[/B] [I]The Staff of the Archmagus[/I] +59/+54/+49/+44 melee (1d8+29/x3); or spell +73 melee touch or +79 ranged touch [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Arcane fire, domain powers, mastery of counterspelling, mastery of elements, mastery of shaping, salient divine abilities, spell-like abilities, spell power +3, spells [B]Special Qualities:[/B] Alter reality, alter size, arcane reach, avatar, divination enhancement, damage reduction 40/epic and mithral, divine aura (17 miles, Will DC 50), divine immunities, familiar (owls), godly realm, greater lore, [I]greater teleport[/I] at will, immunity to acid and cold, immunity to surprise, improved uncanny dodge, lore, [I]planeshift[/I] at will, prescient sense, remote communication, scry bonus +1, secrets (instant mastery, secret health, secrets of inner strength, secrets of true stamina, secret knowledge of avoidance, weapon trick, dodge trick, applicable knowledge, newfound arcana, more newfound arcana), spell resistance 119, resistance to sonic 37, trap sense +3, true lore, uncanny dodge, understand, speak, and read all languages and speak directly to all beings within 17 miles [B]Saves:[/B] Fort +76, Ref +77, Will +94 *Always receives a 20 on saves [B]Abilities:[/B] Str 22, Dex 34, Con 33, Int 58, Wis 54, Cha 36 [B]Skills:[/B] Appraise +110 (+120 alchemical items, +120 books, +120 calligraphy, +120 paintings, +120 forged items), Balance +36, Bluff +96, Concentration +126, Craft (alchemy) +126, Craft (bookbinding) +126, Craft (calligraphy) +114, Craft (painting) +110, Decipher Script +136, Diplomacy +107, Disguise +82 (+88 when acting character), Escape Artist +47, Forgery +126, Gather Information +119, Heal +100, Hide +71, Intimidate +91, Knowledge (arcana) +152, Knowledge (architecture and engineering) +100, Knowledge (dungeoneering) +126, Knowledge (geography) +106, Knowledge (history) +136, Knowledge (local) +100, Knowledge (nature) +126, Knowledge (nobility and royalty) +100, Knowledge (the Planes) +136, Knowledge (religion) +136, Listen +103, Perform (oratory) +30, Search +115 (+121 to find secret doors), Sense Motive +136, Sleight of Hand +36, Spellcraft +152 (+162 for scrolls), Spot +103, Survival +40, Use Magic Device +124 (+134 for scrolls) *Always receives a 20 on checks [B]Feats:[/B] Brew Potion, Chain Spell, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials, Explosive Spell, Extend Spell, Forge Ring, Fortify Spell, Greater Spell Focus (all) B, Heighten Spell, Improved Initiative, Iron Will, Persistent Spell, Reach Spell, Repeat Spell, Sacred Spell, Scribe Scroll B, Spellcasting Prodigy, Spell Focus (all) B, Spell Mastery (all) B, Twin Spell, Transdimensional Spell [B]Epic Feats:[/B] Enhance Spell, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Focus (all) B, Ignore Material Components, Improved Heighten Spell, Intensify Spell, Multispell x6 [B]Divine Immunities:[/B] Ability damage, ability drain, death effects, disease, disintegration, energy drain, mind-effecting effects, paralysis, poison, [I]sleep[/I], stunning, transmutation, imprisonment, banishment [B]Salient Divine Abilities:[/B] Arcane Mastery, Archmage of the Deities*, Automagic Metamagic (quicken wizard spells), Automatic Metamagic (silent wizard spells), Automatic Metamagic (still wizard spells), Control Creatures (any creature that can cast a spell or use a spell-like ability, 17 creatures/day), Craft Artifact, Create Greater Object, Create Object, Divine Blast (16/day, 17 miles, 30d12 damage), Divine Creation, Divine Recall (magic), Divine Shield (15/day, absorbs 170 points of damage), Divine Skill Focus (Knowledge [arcana]), Divine Skill Focus (Spellcraft), Divine Spellcasting, Increased Spell Resistance (x2), Instant Counterspell, Lord of All Magic*, See Magic, Spontaneous Wizard Spells, True Knowledge; Boccob has permanently sacrificed access to one domain for an additional salient divine ability. *Unique Salient Divine Abilities; see below for details. [B]Environment:[/B] The Library of Lore, The Outlands [B]Organization:[/B] Unique [B]Challenge Rating:[/B] 64 [B]Treasure:[/B] Quintuple standard plus the Staff of the Archmagus [B]Alignment:[/B] Neutral [B]Advancement:[/B] –– [B]Level Adjustment:[/B] –– [B]Combat [/B] Boccob neither seeks nor avoids confrontations, though he does not hesitate to disabuse others of the illogicality and foolishness of fighting him; he desires balance above morality, knowledge above all. As Lord of All Magic and the Archmage of the Deities, Boccob has virtually limitless options in dealing with those foolish enough to challenge him, or assuming he feels threatened or amused by the other party. Boccob always has [I]foresight [/I]and [I]true seeing[/I] cast upon his person and so is never deceived, surprised or flat-footed. He will wrap himself in various magical protections to stymie attempts at harming him. Immediately after, he will increase his armor class (+22) with single uses of his Balance domain power and activate his Divine Shield. He will always be Seeing Magic as the salient divine ability. He will then initiate combat by calling on his Divine Aura, setting it to daze, and [I]calming emotions[/I] to force peace upon the battlefield. Against obvious extraplanar foes, he will [I]imprison[/I], or [I]dismiss[/I] or [I]banish [/I]them back to their own planes. Usually this will end the combat, freeing Boccob to attend to important matters and leaving the dignity of his opponents intact. If violence persists, Boccob will neither give nor ask for quarter. He will saturate the area with [I]antimagic fields[/I] and launch [I]disjunctions, greater dispel magics[/I] and [I]reaving dispels[/I] at enemy spellcasters, melee specialists and rogues in that order. He will resolve this round by speaking [I]words of balance[/I], killing, paralyzing, weakening or nauseating nonneutral creatures and detonating an enhanced and intensified [I]sacred fire storm[/I] on the party, dealing half divine and sonic damage. If foes are still standing, Boccob will cast a veritable battery of combat spells, dispelling magic all the while. His incredible intelligence allows Boccob to select the most appropriate attack form for opponents, through use of Spontaneous Wizard Spells, and determine when to convert spells to the appropriate element or energy accordingly. He will follow up his previous spell barrage by unleashing [I]fireballs, greater shouts, incendiary clouds, polar rays, meteor swarms, spheres of ultimate destruction[/I] with modified elements or energies as appropriate and repeating throughout combat as necessary. Against foes that seem to be particularly persistent, Boccob will first launch [I]arcane fire[/I] on his adversaries dealing raw magical energy and is then quick to cast epic spells, preferring those that strip away magical protections and known spells, and the d[I]isc of concordant opposition[/I]. For exceedingly heavily protected and tenacious foes, Boccob will unleash salvos of his Divine Blast. Boccob will never allow fighting to descend into physical fisticuffs, finding it barbaric and superfluous. [B]Alter Reality (Su):[/B] Boccob exerts a considerable measure of control over reality itself, and his very presence can command the very essence of the world around him. Boccob can use the [I]wish[/I] spell and duplicate practically any spell effect as long as the effect promotes magic, arcane knowledge, foresight, foreknowledge, balance or neutrality. This ability costs him no XP and requires a standard action to implement. He may cast any [I]cure[/I] spell at will as a standard action. Applying metamagic feats to the spells requires him to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell. As a swift action, Boccob can assume any size from Fine to Colossal. This ability allows Boccob to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. Finally, Boccob may create up to twenty avatars. [B]Archmage of the Deities (unique salient divine ability):[/B] Boccob is without question among the greatest practitioners of arcana in the multiverse. His untold millennia of arcane mastery is virtually unmatched by any save the greatest deities or cosmic entities of magic. This mastery manifests itself in a variety of ways. First, Boccob has mastered all applicable high arcana. In addition, Boccob need never sacrifice or expend spell slots for his arcana as they are intrinsically tied to his very essence. [I]Arcane Fire (Su):[/I] Boccob can channel arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (700 ft.) that always deals 170 points of damage. [I]Arcane Reach (Su):[/I] Boccob can use spells with a range of touch on a target up to 170 feet away. Boccob must still make a ranged touch attack. [I]Mastery of Counterspelling:[/I] When Boccob counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. This reflection of spell energy affects even area-affecting spells which are typically not subject to spell turning; for example, if an enemy wizard casts a fireball in an area of effect that could affect Boccob, the fireball would be redirected to an area of effect centered on the enemy caster. [I]Mastery of Elements:[/I] Boccob can alter an arcane spell when cast so that it utilizes a different element or energy from the one it normally uses. This ability can alter spells with the acid, cold, fire, electricity, sonic, or positive or negative energy descriptors. The spell’s casting time is unaffected and Boccob may apply the appropriate element or energy to the spell as a swift action; for example, Boccob may fully transform an ice storm spell so that it deals positive energy damage before casting a delayed blast fireball that deals electricity damage. All spells modified this way always deal maximum damage. [I]Mastery of Shaping:[/I] Boccob can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread and may do so as an immediate action. [B]Domain Powers:[/B] Boccob casts divination spells at +3 caster level; Boccob uses scrolls, wands, and other devices with spell completion or spell trigger activation as a 77th level wizard; 17/day as a free action, Boccob adds his Wisdom modifier (+22) to his Armor Class for 60 rounds; Boccob gains a +2 bonus on Concentration and Spellcraft checks [B]Epic Spells:[/B] 10 per day. Epic spells known: [I]animus blast, animus blizzard, disc of concordant opposition, contingent resurrection, crown of vermin, demise unseen, dire winter, dreamscape, eclipse, eidolon, enslave, epic counterspell, epic mage armor, epic repulsion, epic spell reflection, greater epic mage armor, greater ruin, hellball, kinetic control, let go of me, living lightning, lord of nightmares, mass frog, momento mori, mummy dust, nailed to the sky, peripety, rain of fire, raise island, ruin, safe time, spell worm, soul dominion, soul scry, summon behemoth, superb dispelling, verdigris[/I]. Boccob has access to additional epic spells beyond this list; the actual extent of his knowledge of epic magic is unknown. [B]Lord of All Magic (unique salient divine ability):[/B] Boccob is virtually unrivalled in his knowledge and application of spells and effects. Firstly, his mastery and knowledge of spells is such that he automatically casts arcane spells without need for spellbooks – in game terms, he gains a virtual Spell Mastery feat for all schools of magic. Additionally, Boccob may select spells from any spell list, whether arcane or divine (cleric and noncleric spell lists) and cast those spells as wizard spells. In addition, his spells are extremely difficult to resist and obliterate spell resistance with ease – he gains Greater Spell Focus and Epic Spell Focus as virtual feats for all schools of magic and all spells cast by him receive a further +17 divine bonus to caster level. Finally, for the purposes of his Lore ability, he uses the totality of his caster level to determine the bonus (typically +139). [B]Spell-Like Abilities:[/B] At will –– [I]antimagic field, anyspell, augury, banishment, break enchantment, calm motions, clairaudience/clairvoyance, clarity of mind, commune, detect secret doors, detect thoughts, discern location, dismissal, divination, find the path, foresight, greater anyspell, greater dispel magic, greater scrying, imbue with spell ability, legend lore, identify, limited wish, make whole, mage armor, mass sanctuary, mordenkainen’s disjunction, nystul’s magic aura, protection from spells, rary’s mnemonic enhancer, scrying, silence, spell resistance, spell turning, true seeing, weighed in the balance, word of balance[/I]. Caster level 77th, caster level 80th for divination spells. Save DCs = 50 + spell level. [B]Wizard Spells per Day (Levels 0 – 25):[/B] Boccob casts spells as a 117th level wizard and as a 120th level caster for divination spells. 4/10/10/10/10/10/9/9/9/9/5/5/5/5/4/4/4/4/3/3/3/3/2/2/2/2. Save DC = 66 + spell level. [B]Other Divine Powers[/B] As a greater deity, Boccob automatically receives the best possible result on any die roll he makes (including checks, saves, and wizard caster level); as a deity of magic, Boccob does not receive the best possible die roll to attack rolls or damage as martial deities may receive. He is immortal. [B]Automatic Actions:[/B] Boccob can use any Intelligence-based skill, any skill that deals with arcane knowledge, or any Knowledge skill, even those he has no ranks in, as an immediate action if the DC for the task is 30 or lower; he can use Knowledge (arcana) or Spellcraft as a swift action if the DC for the task is 47 or less. Boccob can also cast any arcane spell or spell-like ability as a swift action; though he can only cast seven swift action spells per round. He can use [I]legend lore[/I] and [I]analyze dweomer [/I]as swift actions at will. Boccob can perform up to twenty swift actions each round. [B]Create Magic Items:[/B] As the deity of magic, Boccob can create any kind of magic item, and need only expend half the time and resources in doing so. [B]Portfolio Sense:[/B] Boccob senses all magic use (spellcasting, item use, spell-like ability use, magic item effect or magic item creation) seventeen weeks before it happens and retains the sensation for seventeen weeks after the event occurs. He has a similar ability to sense the discovery, recording, or sharing of any spell or bit of arcane knowledge. He likewise senses any prophecy or prediction of the future (whether accurate or not) and any event that alters the balance of good, evil, law and chaos in the cosmology. [B]Senses:[/B] Boccob can see, hear, touch, and smell at distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of divine rank 17 or lower at up to two remote locations at once for 17 hours. [B]The Staff of the Archmagus:[/B] This beautiful oaken staff is shod in adamantine and inscribed with shimmering golden runes that seemingly move across the oak. The staff is capped with platinum sigils and topped with a massive purple diamond bearing the symbol of Boccob. [I]The Staff of the Archmagus[/I], otherwise known as [I]the Staff of Boccob[/I], is a [I]+6 defending quarterstaff[/I] save that it deals 1d8 damage and has a x3 critical multiplier. On a critical hit, one must succeed in a Fortitude save DC 50 or permanently lose spells or spell-like abilities of an amount equal to one-half of one’s hit dice. Only a wish or miracle can restore a level’s worth of spells or spell-like abilities. A deity or cosmic entity using divine or cosmic abilities to heal may automatically restore lost spells or spell-like abilities, so long as they succeed on an opposed rank check. Arcana lost in this manner are absorbed by the staff as charges and provide 10 charges per HD of spells lost. Boccob can draw out the arcana within his staff. For every 10 levels worth of spells within the weapon, Boccob receives a +1 divine bonus to his Knowledge, Spellcraft, caster level checks and spell DC. By expending charges in this way, he may negate XP costs or backlash damage when casting spells or epic spells. Spells or spell-like abilities that fail to penetrate Boccob’s spell resistance are automatically absorbed by the staff to likewise provide charges. Boccob may cast any spell he knows through the staff without losing the spell slot for the day and may freely apply metamagic feats to the expended spell. Boccob may, as a standard action, alter the staff to emanate properties of known magical and epic staves, for example, Boccob may modify the staff so that it otherwise functions as a [I]staff of the cosmos[/I], or as a [I]staff of passage[/I]; the spells cast by the staff in this way use the spell charges stored in the weapon. Boccob typically has 600 charges stored within his staff, these charges reset daily if expenditure does not take place. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Of Deities and Demigods
Top