Sahak of the nine colors! Spells and stuff.

Well, I actually played a Half-Orc Sor/Bard once, so its not that uncommon a concept to me. Was a cool character :)

Tokuban was himself a prisoner of an Illithid community for many years in his young days, but was freed from its grasp by a group of adventurers. While loathing the Illithid, he also admired aspects of their civilisation & culture and adopted elements from these into his everyday life.
He believes in leadership and a firm hand. He is for hire and will work for any fair, legitimite government that pays well. He doesn't like being a common mercenary, preferring to find job that gets him involved in the crimes of larger cities.

His spells & items would revolve around: Divination to discover & locate criminals, spells that can capture people instead of slaying them plus various enchantment spells that would help in his everyday work

Tokuban especially hates the inconsiderate wizards that use their power too much for personal gains.
 

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Sounds cool. Anyways, here's Sahak!

I wrote him up as a monster manual style entry, cause I suck at stat blocks. The only things needed are the following:

Description/fluff
Combat routine/combat fluff
equipment/treasure
and last, but not least: His 'tower'

Anyways, here he is:

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Sahak of the Nine Colors
Tiefling Wizard 30
Medium-Size Outsider (Aquatic, Evil)
Hit Dice: 30d4+60 (204 hp)
Initiative: +5 (Dex)
Speed: 30'
AC: 15 (+5 Dex,)
Attacks: Quarterstaff +16/+11 melee
Damage: Quarterstaff 1d6+1/1d6+1
Face/Reach: 5'/5'
Special Attacks: Darkness, Spells,
Special Qualities: Fire, cold and electricity resistance 5, Familiar, Waterbreathing, Permanent Magic, Blindsight 60', Scent,
Saves: Fort +13, Ref +16, Will +20
Abilities: Str 13, Dex 20, Con 15, Int 28, Wis 16, Cha 22
Skills: Alchemy +19, Bluff (cc) +24 (+2), Concentration +35, Diplomacy (cc) +22, Hide (cc) +7 (+2), Intimidate (cc) +22, Knowledge (Arcana) +42, Knowledge (Botany) +24, Knowledge (Outsiders) +29, Knowledge (the Planes) +29, Knowledge (Royalty and Nobility) +29, Listen (cc) +8, Profession (Herbalist) +13, Scry +24, Search (cc) +12, Sense Motive (cc) +19, Spellcraft +55 (+13), Spot (cc) +8,
Feats: Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Extend Spell, Greater Spell Penetration, Landlord, Quicken Spell, Scribe Scroll, Skill Focus: Spellcraft, Spell Focus: Enchantment, Spell Penetration, Spellcasting Prodigy: Wizard,
Epic Feats: Automatic Quicken Spell (x3), Craft Epic Arms and Armor, Epic Skill Focus: Spellcraft, Epic Spellcasting, Improved Spell Capacity,

Climate/Terrain: As he pleases, usually the 'Tower of the Nine Colors'
Organization: Party (Sahak, his familiar, and two Admanite Golems)
Challenge Rating: 30
Treasure: See below for details,
Alignment: NE
Advancement: What DM sees fit, probably as a wizard.

fluff?

Combat:
Combat fluff
Darkness (Sp): Once per day as a standard action, caster level 30.
Spells: Casts spells as a 30th level wizard.
Waterbreathing (Ex): Through an extensive magic ritual, Sahak has been granted the ability to breathe water as well as air, he may freely use his spells and abilities while submerged. He can breathe both fresh and salt water. Additionally the ritual granted Sahak the aquatic subtype.
Permanent Magic (Sp): The following spells have been made permanent on Sahak:

Comprehend Languages.
Detect Magic.
Improved Blindsight. (found in Savage Species).
Protection from Arrows.
Read Magic.
Scent (found in Savage Species and Magic of Faerûn™)
Tongues.

They have a caster level of 30, and can be removed only by a Dispel Magic or Mordenkainen's Disjunction if the caster of said spells beat 30 with a caster level check.
Skills: Tieflings get a +2 racial bonus on bluff and hide checks.

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Notes: I exchanged Improved Metamagic for improved spell capacity since he really didn't need the former with automatic quicken spell, and the fact that extend spell only has a level increase of 1. So now he can cast extended 9th level spells.

Comments?

Later,
 

Looks good. Good call on the feat, I think we already discussed it, that it was lame he had it. Did we ever get in any way completely done with the items? Anyways, dont worry. Ill look over the thread and see what we found so far anyway. I dont think we need the Toughness Ioun though :) (already 204 hp, another 3 wouldn't be worth bothering about).

Perhaps, in his party, we should include a Malificient Gargoyle of higher level (as his Gargoyle guard-captain sorts of, with some levels in rogue).

I think you would be better at description fluff, you had the idea to begin with. I can be of better assistance with the combat material though, than the description thingies.

Still getting along in CtP II ?
 

It's St. Paddy's Day!

Well, I was considering adding to his party when we got more ideas, that is just the base party...

Btw, what should he have as a familiar? Only tiny to small animals can be choosen. Personally I'm partial towards ravens, but I don't really thing a raven familiar fits with him. Suggestions?

As for CtpII: I slaughtered the americans cause they kept breaking the no-tresspassing agreement we had, then I had to slaughter the Scotts cause they where a technological threat. After that it's just to bide my time for the Gaia Controller Victory, as I get a new advance every 4 or 5 turns at the moment. Also the 5 remaining nations other than me (the english, japanese, native americans, germans, and the french.) aren't really a threat as they have just entered into the modern age and I'm in the diamond age! Btw, I play the Irish... :D

Later,
 

Leave the scotts alone, they done nothing to you...

Im playing Civ 3 now, its kewl. I like the ressources part of the game, really makes it hard. I was having a thriving nation, I was German and had lain waste to the nearby french. That enables me to have the entire small continent for myself and my cities. Yet, as I advanced into the Modern Era, I discovered that I might have Rubber, but I lacked Oil. So, alas, war was inevitable. Unlike wars of expansion, I had to attack the places that had oil, which led me to fight a war on another continent, not much to my liking. I had to attack in the centre of the continent, right in the border between two nations there. Due to my lack of oil, I didn't have superior technology to rely on. So, the fighting was fairly equal technologically wise. Instead, I relied on big armies of infantry & artillery cannons that would reduce their armies & cities to rubble before I sent in my cavarly (tanks require oil).
Good game :)

Hmmm, how about a simple frog as familiar?
 

Can't run civ3 on my computer <SOB> sounds cool though. Btw, The scots have been gone for 30 years (in game) now. And if you don't like it, read the last line of my tag.

Also, a frog/toad familiar doesn't really fit a tiefling either...
 

Something that would be quite excellent was actually an Imp, even if it requires the Improved Familiar feat. I hate to change feats now, we done that plenty already :)
I cant really see anything I find fitting for him now. Raven would be the best bid, but Im not satisfied with that either. Improved Familiar DOES expand the possibilities alot....

hehe, the Irish whacking the Scotts.... not bad.
 

I love Ireland and the Irish, but then again, that's probably because I love the color green... :D

As for a familiar, there is a whole host of tiny/small creatures one could use, such as the weasel?
 

Weasel sounds fine enough, little sneaky critter. Hey, he could have a Leprechaun familiar? Thats cool, little green-dressed gentlemen with a big pot o' gold.
 


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