Magus Darkholme
First Post
In my campaigns, all the setting (Grayhawk, Dragonlance, Forgotten Realms, Ravenloft) are connected through the shadow plane and a few rare portal.
Now, these NPCs were originally from the Land of Mists, but have been transported (purposely or accidental) to the Realms. Now they plane on carving out a small domain in different local in Faerun.
The first one was originally from a home made domain near The Amber Wastes. He ruled the domain mercilessly as a Darklord. He was later killed by his ambitious son who wanted the throne as his own. The Dark Powers granted his son the throne and the power he desperately craved by making him the new Darklord.
But, somehow he returned from the grave, and planed to take back his kingdom from his traitorous heir.
During the battle to retake his crown, his son's advisor, a powerful vistani sorceress, released a powerful magic and he was swallowed by the mists.
When the mists cleared, he found himself in the middle of the great desert, Anauroch. He now plans creating his own kingdom in the great desert, which he plans to rule 'till the end of the world.
Horus Amun-Sephaf: Male Human (ancient dead); Wiz18/Acm3/Epic3; CR 29; Medium-size undead; HD18d12, 2d12; hp 130; Init +8; Spd 60ft./climb 20ft/fly 20ft (clumsy); AC 32; Atk, +21/+15 melee (1d8+10/19-20*2 rod of the viper), +20/+14 melee (1d6+9+disease/*3 slam); SA, disease, animate objects, fear; SQ, undead traits, archmage abilities, damage reduction 20/+3, rejuvenation, acid vulnerability (double damage), fire and cold immunity, electrical resistance 20, resistance to blows, turn resistance +8, curse of vengeance, command undead, weightlessness, alternate form; SR 37; AL LE; SV Fort +8, Ref +12, Will +22; Str 28, Dex 18, Con --, Int 21, Wis 25, Cha 26.
Skills and Feats: climb+17, hide+11, listen+15, move silently+13, spot+19, sense motive+11, diplomacy, +9, spellcraft+23, concentration+15, knowledge (arcane)+17, knowledge (religion)+14, knowledge (local)+18, alchemy+13, intimidate+19, ride (horse)+9, bluff+13, scry+21/ alertness, toughness, spell penetration, craft wondrous item, greater spell penetration, combat casting, combat reflexes, silent spell, quicken spell, still spell.
Special Qualities: Disease (Su): Sephaf can inflict those hit by his slam attack with Demon Fever (see DM’s Guide). Save DC = 23. Fear (Su): Those viewing Sephaf must make a will save (DC 27), or be paralyzed with fear for 5d4 rounds. Rejuvenation (Su): Sephaf can draw on the positive energy plane to heal 2 hit points of damage a minute. He must lie inert for 1 hour before rejuvenation can occur. Resistance to Blows (Ex): Physical attacks only do half-damage to Sephaf; this is applied before damage reduction. Alternate Form (Su): Sephaf can change his physical appearance at will as if he were effected by the alter self spell. The change lasts as long as Sephaf wills it to. Animate Objects (Su): Sephaf can cast the animate objects spell once a day, as cast by a 20th level sorcerer, except the duration is 5 hours. Curse of Vengeance (Su): Sephaf is able to curse his opponents, but with greater ease than normal. Sephaf receives a +9 bonus to his charisma check when cursing (for info on cursing see the Ravenloft Campaign Setting). Command Undead: Sephaf can rebuke or command undead as if he was a 20th level cleric. Weightlessness (Ex): Sephaf has the odd ability to control his body weight. His speed increase by +20, and he can climb at a speed of 20ft as well. He leaves no tracks, not even in snow, mud or sand, and his movement is not hampered by such surfaces. He can pass over a bog or quicksand as if it were a solid surface, as well as over water and any other liquid. Sephaf may levitate himself as per the spell at will, and he can fly at a speed of 20ft with clumsy maneuverability. Archmage abilities: Mastery of Elements, Mastery of Shaping, Spell Power +1. Epic Level Benefits: Bonus spell level *3.
Spells Prepared: (4/6/6/10//9/4/4/5/3/4/1/1/1) Being a powerful wizard, Amun-Sephaf has access to all the spells from the Player’s Handbook as well as any other source the DM deems appropriate. He always has a quickened time stop prepared, along with a silent and stilled delayed blast fireball.
Possessions: robe of the evil arch-magi, rod of the viper, ring of spell turning, ring of shooting stars, amulet of mind shielding (as the ring), bracers of freedom of movement (as the ring), belt of persuasion (as the circlet), pharaoh’s crown (solid gold crown, encrusted with priceless gems, with a chaos diamond in it’s center), wand of summon monster 7 (17charges), wand of fireball 8th level (13charges), ioun stones: dark purple triangle (as ring of wizardry 3), dark purple octagon (as ring of wizardry 4), pale green prism (+1 bonus on all attack rolls, saves and checks), pale lavender ellipsoid (absorbs 20 spells up to 4th level), dusty rose sphere (+3 bonus to AC), light orange rhomboid (etherealness 1hour per day).
Now, these NPCs were originally from the Land of Mists, but have been transported (purposely or accidental) to the Realms. Now they plane on carving out a small domain in different local in Faerun.
The first one was originally from a home made domain near The Amber Wastes. He ruled the domain mercilessly as a Darklord. He was later killed by his ambitious son who wanted the throne as his own. The Dark Powers granted his son the throne and the power he desperately craved by making him the new Darklord.
But, somehow he returned from the grave, and planed to take back his kingdom from his traitorous heir.
During the battle to retake his crown, his son's advisor, a powerful vistani sorceress, released a powerful magic and he was swallowed by the mists.
When the mists cleared, he found himself in the middle of the great desert, Anauroch. He now plans creating his own kingdom in the great desert, which he plans to rule 'till the end of the world.
Horus Amun-Sephaf: Male Human (ancient dead); Wiz18/Acm3/Epic3; CR 29; Medium-size undead; HD18d12, 2d12; hp 130; Init +8; Spd 60ft./climb 20ft/fly 20ft (clumsy); AC 32; Atk, +21/+15 melee (1d8+10/19-20*2 rod of the viper), +20/+14 melee (1d6+9+disease/*3 slam); SA, disease, animate objects, fear; SQ, undead traits, archmage abilities, damage reduction 20/+3, rejuvenation, acid vulnerability (double damage), fire and cold immunity, electrical resistance 20, resistance to blows, turn resistance +8, curse of vengeance, command undead, weightlessness, alternate form; SR 37; AL LE; SV Fort +8, Ref +12, Will +22; Str 28, Dex 18, Con --, Int 21, Wis 25, Cha 26.
Skills and Feats: climb+17, hide+11, listen+15, move silently+13, spot+19, sense motive+11, diplomacy, +9, spellcraft+23, concentration+15, knowledge (arcane)+17, knowledge (religion)+14, knowledge (local)+18, alchemy+13, intimidate+19, ride (horse)+9, bluff+13, scry+21/ alertness, toughness, spell penetration, craft wondrous item, greater spell penetration, combat casting, combat reflexes, silent spell, quicken spell, still spell.
Special Qualities: Disease (Su): Sephaf can inflict those hit by his slam attack with Demon Fever (see DM’s Guide). Save DC = 23. Fear (Su): Those viewing Sephaf must make a will save (DC 27), or be paralyzed with fear for 5d4 rounds. Rejuvenation (Su): Sephaf can draw on the positive energy plane to heal 2 hit points of damage a minute. He must lie inert for 1 hour before rejuvenation can occur. Resistance to Blows (Ex): Physical attacks only do half-damage to Sephaf; this is applied before damage reduction. Alternate Form (Su): Sephaf can change his physical appearance at will as if he were effected by the alter self spell. The change lasts as long as Sephaf wills it to. Animate Objects (Su): Sephaf can cast the animate objects spell once a day, as cast by a 20th level sorcerer, except the duration is 5 hours. Curse of Vengeance (Su): Sephaf is able to curse his opponents, but with greater ease than normal. Sephaf receives a +9 bonus to his charisma check when cursing (for info on cursing see the Ravenloft Campaign Setting). Command Undead: Sephaf can rebuke or command undead as if he was a 20th level cleric. Weightlessness (Ex): Sephaf has the odd ability to control his body weight. His speed increase by +20, and he can climb at a speed of 20ft as well. He leaves no tracks, not even in snow, mud or sand, and his movement is not hampered by such surfaces. He can pass over a bog or quicksand as if it were a solid surface, as well as over water and any other liquid. Sephaf may levitate himself as per the spell at will, and he can fly at a speed of 20ft with clumsy maneuverability. Archmage abilities: Mastery of Elements, Mastery of Shaping, Spell Power +1. Epic Level Benefits: Bonus spell level *3.
Spells Prepared: (4/6/6/10//9/4/4/5/3/4/1/1/1) Being a powerful wizard, Amun-Sephaf has access to all the spells from the Player’s Handbook as well as any other source the DM deems appropriate. He always has a quickened time stop prepared, along with a silent and stilled delayed blast fireball.
Possessions: robe of the evil arch-magi, rod of the viper, ring of spell turning, ring of shooting stars, amulet of mind shielding (as the ring), bracers of freedom of movement (as the ring), belt of persuasion (as the circlet), pharaoh’s crown (solid gold crown, encrusted with priceless gems, with a chaos diamond in it’s center), wand of summon monster 7 (17charges), wand of fireball 8th level (13charges), ioun stones: dark purple triangle (as ring of wizardry 3), dark purple octagon (as ring of wizardry 4), pale green prism (+1 bonus on all attack rolls, saves and checks), pale lavender ellipsoid (absorbs 20 spells up to 4th level), dusty rose sphere (+3 bonus to AC), light orange rhomboid (etherealness 1hour per day).