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<blockquote data-quote="Obly99" data-source="post: 8729895" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Ainz Ooal Gown</span></strong></p><p></p><p>Human Paragon Dread Lich mythic lich wizard (pact wizard [HH]) 5 / master specialist 10 / incantatrix 10 / cleric 10 / archmage 10</p><p></p><p>LE medium undead (augmented humanoid, evil, mythic)</p><p></p><p><strong>Init</strong> +73M; <strong>Senses</strong> darkvision 120 ft., aura sight, enchantment sight, greater arcane sight, read magic, see invisibility, speechreader’s sight, spell perception 60 ft.; Perception +111</p><p></p><p><strong>Aura</strong> absolute terror (60 ft., DC 91), evil, law, paragon presence (135 ft., DC 91, less than 22 HD, 45 damage)</p><p></p><p><strong>AC</strong> 129, touch 105, flat-footed 105 (+12 armor of bones, +29 deflection, +24 Dex, +30 luck, +24 natural)</p><p></p><p><strong>hp</strong> 2.205 hp (45d20+1.305) fast healing 50</p><p></p><p><strong>Fort </strong>+77, <strong>Ref</strong> +69, <strong>Will</strong> +90</p><p></p><p><strong>Defensive Abilities</strong> channel resistance +14, formidable animation, death’s embrace, mirror dodge, mythic phylactery, rejuvenation, stable form, sustained by magic; <strong>DR</strong> 75/cursed and epic, 15/bludgeoning and good, 5/bludgeoning; <strong>Immune</strong> channel energy from non-mythic source, cold, electricity, undead traits; <strong>Resistance</strong> Terrestrial Hazards; <strong>PR/SR</strong> 85</p><p></p><p><strong>Weakness</strong> vulnerability to fire and good</p><p></p><p><strong>Speed</strong> 90 ft., fly 90 ft. (perfect) (Su)</p><p></p><p><strong>Melee</strong> cursed touch +79 (1d10+22 negative energy plus paralysis)</p><p></p><p><strong>Special Attacks</strong> channel negative energy 32/day (DC 74, 5d6), creepying paralysis, channel power, command undead 20/day (DC 92), cursed touch (DC 101), dispelling touch, grave touch 38/day (2 rounds), hand of the acolyte 32/day, immediate counterspell, mythic power (10/day, surge +1d12), necrotic tending 32/day (cure 1d8 + 5 to an undead), seize concentration, snatch spell</p><p></p><p>+3 caster level for necromancy spells, +4 DC for necromancy spells, Ainz can expend one use of mythic power as part of casting a necromancy spell to force any of the spell’s targets to roll their saving throws twice, taking the lower result.</p><p></p><p>+14 to caster level checks to overcome SR</p><p></p><p><strong>Cleric Spells Prepared</strong> (CL 50th; concentration +109) save DC (if any): 69 + spell level</p><p></p><p><strong>Epic Spells per day: </strong>(4)</p><p></p><p><strong>Epic Spells Know:</strong> Animus Blizzard, Crown of Vermin, Eidolon, Momento Mori, Rain of Fire, Safe Time, Soul Scry, Summon Behemoth, The Goal of All Life is Death</p><p></p><p><strong>9th</strong>—20 slots</p><p></p><p><strong>8th</strong>—20 slots</p><p></p><p><strong>7th</strong>—20 slots</p><p></p><p><strong>6th</strong>—22 slots</p><p></p><p><strong>5th</strong>—22 slots + 1 domain slot</p><p></p><p><strong>4th</strong>—22 slots + 1 domain slot</p><p></p><p><strong>3rd</strong>—24 slots + 1 domain slot</p><p></p><p><strong>2nd</strong>—24 slots + 1 domain slot</p><p></p><p><strong>1st</strong>—24 slots + 1 domain slot</p><p></p><p><strong>0 (at will)</strong>—8 orisons</p><p></p><p><strong>Wizard Spells Prepared</strong> (CL 65th; concentration +115) save DC (if any): 75 + spell level;</p><p></p><p><strong>Epic Spells per day: </strong>(4)</p><p></p><p><strong>Epic Spells Know:</strong> Animus Blizzard, Crown of Vermin, Eidolon, Momento Mori, Rain of Fire, Rise Island, Safe Time, Soul Scry, Summon Behemoth, The Goal of All Life is Death</p><p></p><p><strong>17th</strong>—4 slots</p><p></p><p><strong>16th</strong>—4 slots</p><p></p><p><strong>15th</strong>—4 slots</p><p></p><p><strong>14th</strong>—4 slots</p><p></p><p><strong>13th</strong>—4 slots</p><p></p><p><strong>12th</strong>—4 slots</p><p></p><p><strong>11th</strong>—4 slots</p><p></p><p><strong>10th</strong>—4 slots</p><p></p><p><strong>9th</strong>—22 slots</p><p></p><p><strong>8th</strong>—22 slots</p><p></p><p><strong>7th</strong>—22 slots</p><p></p><p><strong>6th</strong>—22 slots</p><p></p><p><strong>5th</strong>—22 slots</p><p></p><p><strong>4th</strong>—24 slots</p><p></p><p><strong>3rd</strong>—24 slots</p><p></p><p><strong>2nd</strong>—24 slots</p><p></p><p><strong>1st</strong>—24 slots</p><p></p><p><strong>0 (at will)</strong>—8 cantrips</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 75th, concentration +134)</p><p></p><p><strong>Constant</strong>—greater arcane sight</p><p></p><p><strong>At will</strong>—limited wish</p><p></p><p><strong>Str</strong> 60, <strong>Dex</strong> 58, <strong>Con</strong> –, <strong>Int</strong> 80, <strong>Wis</strong> 68, <strong>Cha</strong> 68</p><p></p><p><strong>Base Atk</strong> +24; <strong>CMB</strong> +79; <strong>CMD</strong> 142</p><p></p><p><strong>Feats</strong> Combat CastingB, Command UndeadB M, Command Undead Groundwork, Frugal Crafting, (Great Power, Greater Expense) Groundwork, Greater Spell Focus (necromancy)B, Greater Spell PenetrationB, Iron Will, Improved InitiativeM, Mythic Spell LoreB, Presence of Mind, Skill Focus (spellcraft)B, Spell Focus (necromancy)M, Spell PenetrationBM, Spell School Specialization (necromancy)</p><p></p><p><strong>Metamagic Feats</strong> Corrupt Spell, Empower SpellB, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire), Enlarge Spell, Extend Spell, Heightened Spell, Intensified Spell, Maximized SpellB, Quicken SpellM, Reach SpellB, Tanatopic Spell, Widen SpellB</p><p></p><p><strong>Epic Metamagic Feats</strong> Cataclysmic Spell, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell</p><p></p><p><strong>Epic Feats</strong> Epic Spellcasting</p><p></p><p><strong>Skills</strong> All skills 78 + ability modifier; <strong>Racial Modifiers</strong> +8 racial bonus on Perception, Sense Motive, and Stealth, and a +4 insight bonus on Linguistics, Knowledge (all), Spellcraft, and Use Magic Device checks</p><p></p><p><strong>Languages</strong> Common, Necril; comprehend languages and tongues</p><p></p><p><strong>SQ</strong> arcane bond (staff of Ainz Ooal Gown), arcane metamastery, arcane school (necromancy), augmented spellcasting (wild arcana), caster level increase (necromancy, +2), craft artifacts, crafting mastery, cloak of mysteries, cooperative metamagic, eldritch reciprocation, empowered spells, focused study, domains (death, magic), effortless magic, fortuity, (great power, greater expense) 20/day (+35), improved metamagic, instant metamagic 2/day, mantle of spells (emergency force sphere, greater spell immunity, greater teleport, harm, wish), maven, metamagic effect 17/day, metamagic spell trigger, mythic potency, mythic spellpower, mythic spells, patron (death), perfect preparation, omnicompetent, opposite school (enchantment, evocation, transmutation), oracle curse (foretold), oracle revelation (armor of bones), sanctum, school esoterica minor/moderate/major (necromancy), spontaneous casting (inflict), strong spellweaving, supernatural spell 4/day, true archmage, ultimate versatility, virtual size category +3</p><p></p><p><strong>Gears</strong> amulet of natural armor +5, epic spellcaster rod, ring of freedom of movement, ring of weaponbreaking, Staff of Ainz Ooal Gown</p><p></p><p><strong>Animate Touch (Su)</strong></p><p>As a standard action, Ainz Ooal Gown can touch a dead creature and animate it as a skeleton or zombie, as if using animate dead. He can expend one use of mythic power when using this ability to animate the body as a different type of undead, as if using greater create undead. Ainz Ooal Gown treats his total Hit Dice as his caster level for these effects. Undead created in this way are automatically under his control. Ainz Ooal Gown does not need to expend any material components when using this ability.</p><p></p><p><strong>Arcane Metamastery (Su)</strong></p><p>As a swift action, Ainz Ooal Gown can expend one use of mythic power and pick any one metamagic feat he know that increases the slot level of the spell by 0, 1, 2, 3, or 4 levels. For the next 10 rounds, he can apply this metamagic feat to any spell he cast without increasing the spell slot used or casting time. Ainz Ooal Gown can also use this ability on a spell he cast from a scroll, staff, or wand. Ainz Ooal Gown can’t have more than one use of this ability active at a time. If Ainz Ooal Gown use this ability again, any previous use immediately ends (though this doesn’t affect spells already cast).</p><p></p><p><strong>Aura of Absolute Terror (Su)</strong></p><p>Living creatures within 60 feet of Ainz Ooal Gown are paralyzed by absolute terror for 1d4 rounds, after which they are panicked as long as they remain within his aura and for 1d8 rounds thereafter. Creatures with 5 HD or more are frightened instead of panicked. Once a creature has been paralyzed by this aura, it is immune for 24 hours. Mythic creatures receive a DC 91 Will save to negate the aura, but are shaken as long as they remain within his aura and for 1d6 rounds thereafter if they succeed the save. This is a fear, mind-affecting effect. The save DC is Charisma-based. This ability replaces the dread fear aura ability of the dread lich.</p><p></p><p><strong>Channel Power (Su)</strong></p><p>Ainz Ooal Gown can channel raw arcane power into a spell. Ainz Ooal Gown can expend one use of mythic power when casting a spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.</p><p></p><p><strong>Creeping Paralysis (Su)</strong></p><p>A creature that strikes a mythic lich with a natural weapon, unarmed strike, or non-reach manufactured weapon, or otherwise touches the lich must save or be affected by the lich’s paralyzing touch ability (or in this case the Cursed Touch). This triggers only once per round per creature.</p><p></p><p><strong>Craft Artifacts</strong></p><p>Ainz Ooal Gown can craft magic arms and armor, staffs, wands, wondrous items, rings, and scrolls that exceed the normal limits for such items and with unique powers, and has done so to great extent, the greatest of which is the Staff of Ainz Ooal Gown. For instance, Ainz Ooal Gown could create a magic sword with an enhancement bonus higher than +5, a staff that allows the use of spells of higher than 9th level, a cloak of Charisma with an enhancement bonus higher than +6, and so on.</p><p></p><p><strong>Crafting Mastery (Ex)</strong></p><p>Ainz Ooal Gown can craft any magic item as if he had the necessary item creation feats (and its mythic version, if existent). Ainz Ooal Gown make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.</p><p></p><p><strong>Eldritch Reciprocation (Su)</strong></p><p>Ainz Ooal Gown can choose to take extra damage from a spell to replenish mythic power. When Ainz Ooal Gown is hit by or fail a saving throw against a spell that deals hit point damage, as an immediate action he can choose to take damage as if that spell were affected by the Maximize Spell feat. If the spell’s damage can’t be increased by the Maximize Spell feat or is already under the effect of the Maximize Spell feat, Ainz Ooal Gown instead take double damage from it. The spell’s damage ignores his spell resistance, energy resistance, energy immunities, and other protections against damage. If Ainz Ooal Gown take at least 25 points of damage from the spell, he regain one use of mythic power.</p><p></p><p><strong>Empowered Spells (Ex)</strong></p><p>All of a dread lich’s spells from the necromancy school, spells with the evil descriptor, and spell-like abilities are automatically affected as if by the Empower Spell feat. Such spells do not require higher-level spell slots or increased casting times. The Empower Spell feat cannot be used to further augment these spells.</p><p></p><p><strong>Enhanced Spellcasting (Su)</strong></p><p>At 9th rank, a mythic lich gains the ability to treat its 1st-level spells like cantrips or orisons. If the mythic lich is a spontaneous caster, its 1st-level spells known don’t consume spell slots and can be used again. If the mythic lich prepares spells, its 1st-level spell slots aren’t expended when cast and can be used again. Using metamagic feats or other abilities that alter the spell slot of a spell aren’t affected by this ability (for example, a quickened magic missile uses a 5th-level spell slot and is expended when cast).</p><p></p><p><strong>Formidable Animation (Su)</strong></p><p>At 10th rank, a mythic lich gains a +4 deflection bonus to AC and a +4 resistance bonus on saving throws. Any opponent attempting a dispel check against an effect on the lich rolls twice and uses the lower result. Anytime the lich attempts a dispel check, it rolls twice and uses the higher result.</p><p></p><p><strong>Immediate Counterspell (Su)</strong></p><p>At 8th rank, a mythic lich can expend one use of mythic power as an immediate action to attempt to counter a spell. The lich must use a spell, spell slot, or dispel magic to counterspell as normal. This ability allows the lich to counterspell without first readying an action.</p><p></p><p><strong>Improved Initiative (Su)</strong></p><p>When Ainz Ooal Gown expent one use of mythic power using his Mythic Improved Initiative feat, he count as having the Perfect Initiative Divine Ability.</p><p></p><p><strong>Mirror Dodge (Su)</strong></p><p>When hit by a melee or ranged attack, Ainz Ooal Gown can expend one use of mythic power as an immediate action to replace himself with an illusory duplicate and teleport to any open square within 30 feet of his current position. Ainz Ooal Gown take no damage from this attack, which instead destroys his illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the square into which he teleport.</p><p></p><p><strong>Mythic Phylactery (Su)</strong></p><p>A mythic lich’s phylactery can’t be harmed by non-mythic sources. At 8th rank, the phylactery becomes a minor artifact, and can be destroyed by only one specific method.</p><p></p><p><strong>Mythic Spells (Su)</strong></p><p>Unlike a normal mythic lich, Ainz Ooal Gown does not gain Mythic Spell Lore as a bonus feat. Ainz Ooal Gown can instead use any of his spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. Ainz Ooal Gown can also expend Mythic Power to use the augmented versions of these effects. Up to three times per day, Ainz Ooal Gown can cast a mythic spell or spell-like ability (and any of its appropriated augmented version) without expending any uses of mythic power. This alter the base mythic spells ability of the mythic lich.</p><p></p><p><strong>Perfect Necromancer (Ex)</strong></p><p>Ainz Ooal Gown can prepare spells from his opposition schools without needing to expend an additional spell slot. He always succeeds at concentration checks to cast spells. He can have any number of undead under his control, and he is not limited by the total Hit Dice of those undead.</p><p></p><p><strong>Perfect Preparation (Ex)</strong></p><p>Ainz Ooal Gown has discovered the secret to preparing spells without having to refer to outside sources. Ainz Ooal Gown no longer need to prepare spells from a spellbook. He still must spend 1 or 15 minutes of time preparing spells.</p><p></p><p><strong>Permanent Spells</strong></p><p>Through the use of permanency, Ainz Ooal Gown is constantly under the effect of the following spells: aura sight, comprehend languages, enchantment sight, read magic, see invisibility, speechreader’s sight, and tongues.</p><p></p><p><strong>Sanctum (Su)</strong></p><p>Ainz Ooal Gown has access to his own personal extradimensional sanctum. By concentrating for 1 minute without interruption, Ainz Ooal Gown can conjure the door to his own personal sanctum, similar to mage’s magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per mythic rank, shapeable when he first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so Ainz Ooal Gown can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per mythic rank. When Ainz Ooal Gown conjure the sanctum’s door, he decide which creatures can see and use it (to all other creatures it’s invisible and impermeable). The door remains until Ainz Ooal Gown dismiss it—a standard action with unlimited range as long as he is on the same plane as the door. If Ainz Ooal Gown dismiss the door while he is outside the sanctum, all creatures are immediately shunted outside. Conjuring the door automatically dismisses any other active door.</p><p></p><p><strong>Spell Perception (Su)</strong></p><p>A mythic lich automatically notices spellcasting within 60 feet. The lich automatically pinpoints the location of the caster, identifies the spell being cast, and knows the intended target or area of the spell.</p><p></p><p><strong>Sustained by Magic (Su)</strong></p><p>At 9th rank, each time a mythic lich casts a spell it regains hit points equal to three times the level of the spell slot used to cast the spell.</p><p></p><p><strong>True Archmage (Ex)</strong></p><p>Whenever Ainz Ooal Gown cast a spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. Once per round, when Ainz Ooal Gown's spell resistance protects him from a spell cast by an enemy mythic creature, he regain one use of mythic power.</p><p></p><p><strong>Ultimate Versatility (Ex)</strong></p><p>Once per day, Ainz Ooal Gown can temporarily change one decision made for one of his class features. This change lasts for a number of minutes equal to his rank. During this time, he’s treated as if he had always had the new class feature. This doesn’t affect any prepared spells or spells he has already cast. If the new ability is limited in its uses per day, he receive half the normal number of uses (minimum 1). When this ability ends, his previous choice returns with the same number of uses as before he used this ability. If he use this ability to change a class feature that grants access to spells (such as a patron, domain, or school), he lose access to any spells from the old choice but don’t gain the ability to cast new spells. When the effect ends, the previous spells return and can be cast again. He can use this ability to change a feat or skill if he receive it from a class feature, but any other abilities that rely on the missing feat or skill as a prerequisite don’t function while this ability is in effect.</p><p></p><p></p><p><em>Staff of Ainz Ooal Gown</em></p><p>The Staff of Ainz Ooal Gown takes on traits similar to that of the Greek God Hermes' caduceus. It is entwined by seven serpents and in each of the squirming serpents’ mouths hold a jewel of a different color. Its grip has a transparent quality like crystal and emits a bluish white light. When touched, it spews a dark red aura. Sometimes, the faces of humans in agony would appear and crumble away dance on its surface. Such of an effect from the staff is so vivid that it felt as though one could hear their voices of pain. If needed, Ainz could deactivate the special effects like the malevolent aura wreathing from the Staff of Ainz Ooal Gown to disappear. The seven gemstones in the Staff’s snake mouths are all purely made up of divine-class artifacts stolen by deities he defeat, with the elemental alignments of Sun, Moon, Earth, Fire, Wind, Water, and Time. A gem can be activated for casting one of its spell-like ability 1/day with CL 50th, the save DC (if any) is 64:</p><p></p><p>Earth: Mythic Earthquake (mythic tier 10th, augmented 8th) or Summon Primal Earth Elemental (as Summon Monster XIX)</p><p></p><p>Fire: Rain of Fire or Summon Primal Fire Elemental (as Summon Monster XIX)</p><p></p><p>Water: Mythic Tsunami (mythic tier 10th, augmented 5th) or Summon Primal Water Elemental (as Summon Monster XIX)</p><p></p><p>Wind: Mythic Whirlwind (mythic tier 10th, augmented 8th) or Summon Primal Air Elemental (as Summon Monster XIX)</p><p></p><p>Sun: Maximized Mythic Sunburst (mythic tier 10th) or Summon Greatx9 Solar Outer Dragon (as Summon Monster XIX)</p><p></p><p>Moon: Protection Barrier (see below) or Summon Umbral Blot (as Summon Monster XVIII)</p><p></p><p>Time: Mythic Time Stop (mythic tier 10th, augmented 8th) or Summon Emperor Time Elemental (Paragon Royal Time Elemental) (as Summon Monster XIX)</p><p></p><p>Protection Barrier: The Staff of Ainz Ooal Gown create a magic barrier that absorb up to 750 points of damage before broken. Any excessive damage when it broken is transferred to the owner. Duration 2 round/per CL.</p><p></p><p>When the Staff of Ainz Ooal Gown is held, it give the owner the divine sorcery, divine wizardry, maven, and omnicompetent Divine Ability (all of them already calculate in the statistics of Ainz Ooal Gown). When the owner prepare his spells, the Staff reduce by 3 the total cost of any metamagic feat is applied (to a minimum of +0) which stack with any ability of the same type (Ainz Ooal Gown with this reduce the cost of -5, combining it with Improved Metamagic of the Incantatrix and Cloak of Mysteries of the Archmage). If the user is a spontaneous spellcaster that only prepare the spell slots, the Staff reduce by 3 the total cost of any metamagic feat is applied during the day (to a minimum of +0) which stack with any ability of the same type.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8729895, member: 7035194"] [CENTER][B][SIZE=7]Ainz Ooal Gown[/SIZE][/B][/CENTER] Human Paragon Dread Lich mythic lich wizard (pact wizard [HH]) 5 / master specialist 10 / incantatrix 10 / cleric 10 / archmage 10 LE medium undead (augmented humanoid, evil, mythic) [B]Init[/B] +73M; [B]Senses[/B] darkvision 120 ft., aura sight, enchantment sight, greater arcane sight, read magic, see invisibility, speechreader’s sight, spell perception 60 ft.; Perception +111 [B]Aura[/B] absolute terror (60 ft., DC 91), evil, law, paragon presence (135 ft., DC 91, less than 22 HD, 45 damage) [B]AC[/B] 129, touch 105, flat-footed 105 (+12 armor of bones, +29 deflection, +24 Dex, +30 luck, +24 natural) [B]hp[/B] 2.205 hp (45d20+1.305) fast healing 50 [B]Fort [/B]+77, [B]Ref[/B] +69, [B]Will[/B] +90 [B]Defensive Abilities[/B] channel resistance +14, formidable animation, death’s embrace, mirror dodge, mythic phylactery, rejuvenation, stable form, sustained by magic; [B]DR[/B] 75/cursed and epic, 15/bludgeoning and good, 5/bludgeoning; [B]Immune[/B] channel energy from non-mythic source, cold, electricity, undead traits; [B]Resistance[/B] Terrestrial Hazards; [B]PR/SR[/B] 85 [B]Weakness[/B] vulnerability to fire and good [B]Speed[/B] 90 ft., fly 90 ft. (perfect) (Su) [B]Melee[/B] cursed touch +79 (1d10+22 negative energy plus paralysis) [B]Special Attacks[/B] channel negative energy 32/day (DC 74, 5d6), creepying paralysis, channel power, command undead 20/day (DC 92), cursed touch (DC 101), dispelling touch, grave touch 38/day (2 rounds), hand of the acolyte 32/day, immediate counterspell, mythic power (10/day, surge +1d12), necrotic tending 32/day (cure 1d8 + 5 to an undead), seize concentration, snatch spell +3 caster level for necromancy spells, +4 DC for necromancy spells, Ainz can expend one use of mythic power as part of casting a necromancy spell to force any of the spell’s targets to roll their saving throws twice, taking the lower result. +14 to caster level checks to overcome SR [B]Cleric Spells Prepared[/B] (CL 50th; concentration +109) save DC (if any): 69 + spell level [B]Epic Spells per day: [/B](4) [B]Epic Spells Know:[/B] Animus Blizzard, Crown of Vermin, Eidolon, Momento Mori, Rain of Fire, Safe Time, Soul Scry, Summon Behemoth, The Goal of All Life is Death [B]9th[/B]—20 slots [B]8th[/B]—20 slots [B]7th[/B]—20 slots [B]6th[/B]—22 slots [B]5th[/B]—22 slots + 1 domain slot [B]4th[/B]—22 slots + 1 domain slot [B]3rd[/B]—24 slots + 1 domain slot [B]2nd[/B]—24 slots + 1 domain slot [B]1st[/B]—24 slots + 1 domain slot [B]0 (at will)[/B]—8 orisons [B]Wizard Spells Prepared[/B] (CL 65th; concentration +115) save DC (if any): 75 + spell level; [B]Epic Spells per day: [/B](4) [B]Epic Spells Know:[/B] Animus Blizzard, Crown of Vermin, Eidolon, Momento Mori, Rain of Fire, Rise Island, Safe Time, Soul Scry, Summon Behemoth, The Goal of All Life is Death [B]17th[/B]—4 slots [B]16th[/B]—4 slots [B]15th[/B]—4 slots [B]14th[/B]—4 slots [B]13th[/B]—4 slots [B]12th[/B]—4 slots [B]11th[/B]—4 slots [B]10th[/B]—4 slots [B]9th[/B]—22 slots [B]8th[/B]—22 slots [B]7th[/B]—22 slots [B]6th[/B]—22 slots [B]5th[/B]—22 slots [B]4th[/B]—24 slots [B]3rd[/B]—24 slots [B]2nd[/B]—24 slots [B]1st[/B]—24 slots [B]0 (at will)[/B]—8 cantrips [B]Spell-Like Abilities[/B] (CL 75th, concentration +134) [B]Constant[/B]—greater arcane sight [B]At will[/B]—limited wish [B]Str[/B] 60, [B]Dex[/B] 58, [B]Con[/B] –, [B]Int[/B] 80, [B]Wis[/B] 68, [B]Cha[/B] 68 [B]Base Atk[/B] +24; [B]CMB[/B] +79; [B]CMD[/B] 142 [B]Feats[/B] Combat CastingB, Command UndeadB M, Command Undead Groundwork, Frugal Crafting, (Great Power, Greater Expense) Groundwork, Greater Spell Focus (necromancy)B, Greater Spell PenetrationB, Iron Will, Improved InitiativeM, Mythic Spell LoreB, Presence of Mind, Skill Focus (spellcraft)B, Spell Focus (necromancy)M, Spell PenetrationBM, Spell School Specialization (necromancy) [B]Metamagic Feats[/B] Corrupt Spell, Empower SpellB, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire), Enlarge Spell, Extend Spell, Heightened Spell, Intensified Spell, Maximized SpellB, Quicken SpellM, Reach SpellB, Tanatopic Spell, Widen SpellB [B]Epic Metamagic Feats[/B] Cataclysmic Spell, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell [B]Epic Feats[/B] Epic Spellcasting [B]Skills[/B] All skills 78 + ability modifier; [B]Racial Modifiers[/B] +8 racial bonus on Perception, Sense Motive, and Stealth, and a +4 insight bonus on Linguistics, Knowledge (all), Spellcraft, and Use Magic Device checks [B]Languages[/B] Common, Necril; comprehend languages and tongues [B]SQ[/B] arcane bond (staff of Ainz Ooal Gown), arcane metamastery, arcane school (necromancy), augmented spellcasting (wild arcana), caster level increase (necromancy, +2), craft artifacts, crafting mastery, cloak of mysteries, cooperative metamagic, eldritch reciprocation, empowered spells, focused study, domains (death, magic), effortless magic, fortuity, (great power, greater expense) 20/day (+35), improved metamagic, instant metamagic 2/day, mantle of spells (emergency force sphere, greater spell immunity, greater teleport, harm, wish), maven, metamagic effect 17/day, metamagic spell trigger, mythic potency, mythic spellpower, mythic spells, patron (death), perfect preparation, omnicompetent, opposite school (enchantment, evocation, transmutation), oracle curse (foretold), oracle revelation (armor of bones), sanctum, school esoterica minor/moderate/major (necromancy), spontaneous casting (inflict), strong spellweaving, supernatural spell 4/day, true archmage, ultimate versatility, virtual size category +3 [B]Gears[/B] amulet of natural armor +5, epic spellcaster rod, ring of freedom of movement, ring of weaponbreaking, Staff of Ainz Ooal Gown [B]Animate Touch (Su)[/B] As a standard action, Ainz Ooal Gown can touch a dead creature and animate it as a skeleton or zombie, as if using animate dead. He can expend one use of mythic power when using this ability to animate the body as a different type of undead, as if using greater create undead. Ainz Ooal Gown treats his total Hit Dice as his caster level for these effects. Undead created in this way are automatically under his control. Ainz Ooal Gown does not need to expend any material components when using this ability. [B]Arcane Metamastery (Su)[/B] As a swift action, Ainz Ooal Gown can expend one use of mythic power and pick any one metamagic feat he know that increases the slot level of the spell by 0, 1, 2, 3, or 4 levels. For the next 10 rounds, he can apply this metamagic feat to any spell he cast without increasing the spell slot used or casting time. Ainz Ooal Gown can also use this ability on a spell he cast from a scroll, staff, or wand. Ainz Ooal Gown can’t have more than one use of this ability active at a time. If Ainz Ooal Gown use this ability again, any previous use immediately ends (though this doesn’t affect spells already cast). [B]Aura of Absolute Terror (Su)[/B] Living creatures within 60 feet of Ainz Ooal Gown are paralyzed by absolute terror for 1d4 rounds, after which they are panicked as long as they remain within his aura and for 1d8 rounds thereafter. Creatures with 5 HD or more are frightened instead of panicked. Once a creature has been paralyzed by this aura, it is immune for 24 hours. Mythic creatures receive a DC 91 Will save to negate the aura, but are shaken as long as they remain within his aura and for 1d6 rounds thereafter if they succeed the save. This is a fear, mind-affecting effect. The save DC is Charisma-based. This ability replaces the dread fear aura ability of the dread lich. [B]Channel Power (Su)[/B] Ainz Ooal Gown can channel raw arcane power into a spell. Ainz Ooal Gown can expend one use of mythic power when casting a spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection. [B]Creeping Paralysis (Su)[/B] A creature that strikes a mythic lich with a natural weapon, unarmed strike, or non-reach manufactured weapon, or otherwise touches the lich must save or be affected by the lich’s paralyzing touch ability (or in this case the Cursed Touch). This triggers only once per round per creature. [B]Craft Artifacts[/B] Ainz Ooal Gown can craft magic arms and armor, staffs, wands, wondrous items, rings, and scrolls that exceed the normal limits for such items and with unique powers, and has done so to great extent, the greatest of which is the Staff of Ainz Ooal Gown. For instance, Ainz Ooal Gown could create a magic sword with an enhancement bonus higher than +5, a staff that allows the use of spells of higher than 9th level, a cloak of Charisma with an enhancement bonus higher than +6, and so on. [B]Crafting Mastery (Ex)[/B] Ainz Ooal Gown can craft any magic item as if he had the necessary item creation feats (and its mythic version, if existent). Ainz Ooal Gown make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements. [B]Eldritch Reciprocation (Su)[/B] Ainz Ooal Gown can choose to take extra damage from a spell to replenish mythic power. When Ainz Ooal Gown is hit by or fail a saving throw against a spell that deals hit point damage, as an immediate action he can choose to take damage as if that spell were affected by the Maximize Spell feat. If the spell’s damage can’t be increased by the Maximize Spell feat or is already under the effect of the Maximize Spell feat, Ainz Ooal Gown instead take double damage from it. The spell’s damage ignores his spell resistance, energy resistance, energy immunities, and other protections against damage. If Ainz Ooal Gown take at least 25 points of damage from the spell, he regain one use of mythic power. [B]Empowered Spells (Ex)[/B] All of a dread lich’s spells from the necromancy school, spells with the evil descriptor, and spell-like abilities are automatically affected as if by the Empower Spell feat. Such spells do not require higher-level spell slots or increased casting times. The Empower Spell feat cannot be used to further augment these spells. [B]Enhanced Spellcasting (Su)[/B] At 9th rank, a mythic lich gains the ability to treat its 1st-level spells like cantrips or orisons. If the mythic lich is a spontaneous caster, its 1st-level spells known don’t consume spell slots and can be used again. If the mythic lich prepares spells, its 1st-level spell slots aren’t expended when cast and can be used again. Using metamagic feats or other abilities that alter the spell slot of a spell aren’t affected by this ability (for example, a quickened magic missile uses a 5th-level spell slot and is expended when cast). [B]Formidable Animation (Su)[/B] At 10th rank, a mythic lich gains a +4 deflection bonus to AC and a +4 resistance bonus on saving throws. Any opponent attempting a dispel check against an effect on the lich rolls twice and uses the lower result. Anytime the lich attempts a dispel check, it rolls twice and uses the higher result. [B]Immediate Counterspell (Su)[/B] At 8th rank, a mythic lich can expend one use of mythic power as an immediate action to attempt to counter a spell. The lich must use a spell, spell slot, or dispel magic to counterspell as normal. This ability allows the lich to counterspell without first readying an action. [B]Improved Initiative (Su)[/B] When Ainz Ooal Gown expent one use of mythic power using his Mythic Improved Initiative feat, he count as having the Perfect Initiative Divine Ability. [B]Mirror Dodge (Su)[/B] When hit by a melee or ranged attack, Ainz Ooal Gown can expend one use of mythic power as an immediate action to replace himself with an illusory duplicate and teleport to any open square within 30 feet of his current position. Ainz Ooal Gown take no damage from this attack, which instead destroys his illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the square into which he teleport. [B]Mythic Phylactery (Su)[/B] A mythic lich’s phylactery can’t be harmed by non-mythic sources. At 8th rank, the phylactery becomes a minor artifact, and can be destroyed by only one specific method. [B]Mythic Spells (Su)[/B] Unlike a normal mythic lich, Ainz Ooal Gown does not gain Mythic Spell Lore as a bonus feat. Ainz Ooal Gown can instead use any of his spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. Ainz Ooal Gown can also expend Mythic Power to use the augmented versions of these effects. Up to three times per day, Ainz Ooal Gown can cast a mythic spell or spell-like ability (and any of its appropriated augmented version) without expending any uses of mythic power. This alter the base mythic spells ability of the mythic lich. [B]Perfect Necromancer (Ex)[/B] Ainz Ooal Gown can prepare spells from his opposition schools without needing to expend an additional spell slot. He always succeeds at concentration checks to cast spells. He can have any number of undead under his control, and he is not limited by the total Hit Dice of those undead. [B]Perfect Preparation (Ex)[/B] Ainz Ooal Gown has discovered the secret to preparing spells without having to refer to outside sources. Ainz Ooal Gown no longer need to prepare spells from a spellbook. He still must spend 1 or 15 minutes of time preparing spells. [B]Permanent Spells[/B] Through the use of permanency, Ainz Ooal Gown is constantly under the effect of the following spells: aura sight, comprehend languages, enchantment sight, read magic, see invisibility, speechreader’s sight, and tongues. [B]Sanctum (Su)[/B] Ainz Ooal Gown has access to his own personal extradimensional sanctum. By concentrating for 1 minute without interruption, Ainz Ooal Gown can conjure the door to his own personal sanctum, similar to mage’s magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per mythic rank, shapeable when he first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so Ainz Ooal Gown can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per mythic rank. When Ainz Ooal Gown conjure the sanctum’s door, he decide which creatures can see and use it (to all other creatures it’s invisible and impermeable). The door remains until Ainz Ooal Gown dismiss it—a standard action with unlimited range as long as he is on the same plane as the door. If Ainz Ooal Gown dismiss the door while he is outside the sanctum, all creatures are immediately shunted outside. Conjuring the door automatically dismisses any other active door. [B]Spell Perception (Su)[/B] A mythic lich automatically notices spellcasting within 60 feet. The lich automatically pinpoints the location of the caster, identifies the spell being cast, and knows the intended target or area of the spell. [B]Sustained by Magic (Su)[/B] At 9th rank, each time a mythic lich casts a spell it regains hit points equal to three times the level of the spell slot used to cast the spell. [B]True Archmage (Ex)[/B] Whenever Ainz Ooal Gown cast a spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. Once per round, when Ainz Ooal Gown's spell resistance protects him from a spell cast by an enemy mythic creature, he regain one use of mythic power. [B]Ultimate Versatility (Ex)[/B] Once per day, Ainz Ooal Gown can temporarily change one decision made for one of his class features. This change lasts for a number of minutes equal to his rank. During this time, he’s treated as if he had always had the new class feature. This doesn’t affect any prepared spells or spells he has already cast. If the new ability is limited in its uses per day, he receive half the normal number of uses (minimum 1). When this ability ends, his previous choice returns with the same number of uses as before he used this ability. If he use this ability to change a class feature that grants access to spells (such as a patron, domain, or school), he lose access to any spells from the old choice but don’t gain the ability to cast new spells. When the effect ends, the previous spells return and can be cast again. He can use this ability to change a feat or skill if he receive it from a class feature, but any other abilities that rely on the missing feat or skill as a prerequisite don’t function while this ability is in effect. [I]Staff of Ainz Ooal Gown[/I] The Staff of Ainz Ooal Gown takes on traits similar to that of the Greek God Hermes' caduceus. It is entwined by seven serpents and in each of the squirming serpents’ mouths hold a jewel of a different color. Its grip has a transparent quality like crystal and emits a bluish white light. When touched, it spews a dark red aura. Sometimes, the faces of humans in agony would appear and crumble away dance on its surface. Such of an effect from the staff is so vivid that it felt as though one could hear their voices of pain. If needed, Ainz could deactivate the special effects like the malevolent aura wreathing from the Staff of Ainz Ooal Gown to disappear. The seven gemstones in the Staff’s snake mouths are all purely made up of divine-class artifacts stolen by deities he defeat, with the elemental alignments of Sun, Moon, Earth, Fire, Wind, Water, and Time. A gem can be activated for casting one of its spell-like ability 1/day with CL 50th, the save DC (if any) is 64: Earth: Mythic Earthquake (mythic tier 10th, augmented 8th) or Summon Primal Earth Elemental (as Summon Monster XIX) Fire: Rain of Fire or Summon Primal Fire Elemental (as Summon Monster XIX) Water: Mythic Tsunami (mythic tier 10th, augmented 5th) or Summon Primal Water Elemental (as Summon Monster XIX) Wind: Mythic Whirlwind (mythic tier 10th, augmented 8th) or Summon Primal Air Elemental (as Summon Monster XIX) Sun: Maximized Mythic Sunburst (mythic tier 10th) or Summon Greatx9 Solar Outer Dragon (as Summon Monster XIX) Moon: Protection Barrier (see below) or Summon Umbral Blot (as Summon Monster XVIII) Time: Mythic Time Stop (mythic tier 10th, augmented 8th) or Summon Emperor Time Elemental (Paragon Royal Time Elemental) (as Summon Monster XIX) Protection Barrier: The Staff of Ainz Ooal Gown create a magic barrier that absorb up to 750 points of damage before broken. Any excessive damage when it broken is transferred to the owner. Duration 2 round/per CL. When the Staff of Ainz Ooal Gown is held, it give the owner the divine sorcery, divine wizardry, maven, and omnicompetent Divine Ability (all of them already calculate in the statistics of Ainz Ooal Gown). When the owner prepare his spells, the Staff reduce by 3 the total cost of any metamagic feat is applied (to a minimum of +0) which stack with any ability of the same type (Ainz Ooal Gown with this reduce the cost of -5, combining it with Improved Metamagic of the Incantatrix and Cloak of Mysteries of the Archmage). If the user is a spontaneous spellcaster that only prepare the spell slots, the Staff reduce by 3 the total cost of any metamagic feat is applied during the day (to a minimum of +0) which stack with any ability of the same type. [/QUOTE]
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