Difference between revisions of "LongestRoadEzelPathfinder"
From UtterChaos
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− | | GP || | + | | GP || 3681 |
|- | |- | ||
| CP || 202 | | CP || 202 | ||
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** Defense: 21 = 10 + 8 BAB + 1 Str + 2 Dex | ** Defense: 21 = 10 + 8 BAB + 1 Str + 2 Dex | ||
− | * Lich Touch Attack | + | ====Arcane Strike==== |
− | ** 1d8 + 8 (HD/2) damage | + | * 1 swift action |
− | + | * +3 bonus damage (Caster Level /5) | |
+ | * Weapons are treated as magical for overcoming DR | ||
+ | * Lasts for 1 round | ||
+ | |||
+ | ====Dagger of Entry==== | ||
+ | * +1 dagger | ||
+ | ** Knock, Find Traps, Detect Secret Doors | ||
+ | ** 9th level caster | ||
+ | ** Found in Arms and Equipment Guide, page 104 | ||
+ | |||
+ | ====Lich Touch Attack==== | ||
+ | * +9 to hit (8 + 1 Rings of Force Armor) | ||
+ | * 1d8 + 8 (HD/2) + 1d4 (Rings of Force) damage | ||
+ | * with a Paralyzing Touch | ||
− | + | ====Paralyzing Touch==== | |
** Fort Save DC 23 (10 +8 (HD/2) +5 Cha) or Permanently Paralyzed | ** Fort Save DC 23 (10 +8 (HD/2) +5 Cha) or Permanently Paralyzed | ||
** Remove Paralysis spell or Remove Curse can free the victim | ** Remove Paralysis spell or Remove Curse can free the victim | ||
** User appears dead (DC 20 Perception or DC 15 Heal to notice victim is alive) | ** User appears dead (DC 20 Perception or DC 15 Heal to notice victim is alive) | ||
− | + | ====Fear Aura==== | |
** Will Save DC 23 (10 +8 (HD/2) +5 Cha) | ** Will Save DC 23 (10 +8 (HD/2) +5 Cha) | ||
** < 5 HD within 60 feet or become frightened | ** < 5 HD within 60 feet or become frightened | ||
Line 56: | Line 69: | ||
===Defenses=== | ===Defenses=== | ||
− | * HP: 17d8 + 17*5 Cha | + | * HP: 130 = 95 (rolled) + 35 = 17d8 + 17*5 Cha |
* DR 15/Bludgeoning and Magic from Lich | * DR 15/Bludgeoning and Magic from Lich | ||
* Immune to Cold, Electricity | * Immune to Cold, Electricity | ||
Line 62: | Line 75: | ||
** Ezel is undead, so this will restore him instead | ** Ezel is undead, so this will restore him instead | ||
− | * AC: 10 + 2 Dex + 5 Lich Natural Armor +3 Ring of Protection Deflection +5 Robe of the Magi Armor | + | * AC: 25 = 10 + 2 Dex + 5 Lich Natural Armor +3 Ring of Protection Deflection +5 Robe of the Magi Armor |
− | ** Flat-footed: 10 + 5 Lich Natural +3 Ring of Protection Deflection +5 Robe of the Magi Armor | + | ** Flat-footed: 23 = 10 + 5 Lich Natural +3 Ring of Protection Deflection +5 Robe of the Magi Armor |
− | ** Touch: 10 + 2 Dex +3 Ring of Protection Deflection | + | ** Touch: 15 = 10 + 2 Dex +3 Ring of Protection Deflection |
+ | ** Rings of Force provide +4 Armor like Mage Armor spell but is overwritten by Robe of the Magi | ||
Init: 7 (2 Dex + 5 Forewarned) | Init: 7 (2 Dex + 5 Forewarned) | ||
Line 75: | Line 89: | ||
* Fort 15 = 3 Wizard +3 Planeshifter +5 Cha +4 Robe of the Archmagi | * Fort 15 = 3 Wizard +3 Planeshifter +5 Cha +4 Robe of the Archmagi | ||
− | * Refl | + | * Refl 13 = 3 Wizard +2 Planeshifter +2 Dex +2 Familiar Bonus +4 Robe of the Archmagi |
* Will 16 = 7 Wizard +2 Planeshifter +3 Wis +4 Robe of the Archmagi | * Will 16 = 7 Wizard +2 Planeshifter +3 Wis +4 Robe of the Archmagi | ||
− | + | ====Undead==== | |
+ | * are immune to: | ||
** Mind-Affecting Effects | ** Mind-Affecting Effects | ||
** Death effects, Disease, Paralysis, Poison, Sleep, Stunning | ** Death effects, Disease, Paralysis, Poison, Sleep, Stunning | ||
Line 89: | Line 104: | ||
** Breathing, Eating, Sleeping | ** Breathing, Eating, Sleeping | ||
− | + | ====Lich==== | |
** Rejuvenation: Will grow a new body after 1d10 days at the phylactery. | ** Rejuvenation: Will grow a new body after 1d10 days at the phylactery. | ||
** +4 Turn Resistance | ** +4 Turn Resistance | ||
** Can use Touch attack as a Full-Round Action to heal self | ** Can use Touch attack as a Full-Round Action to heal self | ||
+ | |||
+ | ====Rings of Force==== | ||
+ | * +4 Armor bonus to AC | ||
+ | ** Anyone who touches the wearer with bare skin takes 1d4 damage | ||
+ | ** unarmed strikes gain +1 to hit and 1d4 damage | ||
+ | ** Arms and Equipment guide, page 124 | ||
===Movement/Vision=== | ===Movement/Vision=== | ||
Line 99: | Line 120: | ||
====Wizard==== | ====Wizard==== | ||
* Permanent See Invisibility (Wizard) | * Permanent See Invisibility (Wizard) | ||
− | |||
* Permanent Tongues (Wizard) | * Permanent Tongues (Wizard) | ||
====Planeshifter==== | ====Planeshifter==== | ||
Line 148: | Line 168: | ||
* Energy Substitution | * Energy Substitution | ||
* Arcane Strike | * Arcane Strike | ||
+ | ===Plot=== | ||
+ | * Obtain Familiar (Complete Arcane) | ||
+ | * Improved Familiar | ||
+ | |||
===Wizard=== | ===Wizard=== | ||
* Scribe Scroll (Wizard bonus feat) | * Scribe Scroll (Wizard bonus feat) | ||
* Craft Wondrous Item (Wizard bonus feat) | * Craft Wondrous Item (Wizard bonus feat) | ||
− | * | + | * Spell Mastery (Wizard bonus feat) |
* A familiar (Demon Dog) | * A familiar (Demon Dog) | ||
* Specialize in Divination schools | * Specialize in Divination schools | ||
Line 182: | Line 206: | ||
|- | |- | ||
|Bluff||Cha||13||5 Rank +5 Cha +3 Skill Focus | |Bluff||Cha||13||5 Rank +5 Cha +3 Skill Focus | ||
+ | |- | ||
+ | |Climb||Str||2||2 Str||17 Skill Ranks with Headband of Int (19 total check) | ||
|- | |- | ||
|Diplomacy||Cha||24||10 Rank +5 Cha +6 Skill Focus +3 Class Skill | |Diplomacy||Cha||24||10 Rank +5 Cha +6 Skill Focus +3 Class Skill | ||
|- | |- | ||
− | |Disguise||Cha||13||5 Rank +5 Cha +3 Class Skill||+10 Hat of Disguise, Enhancement + | + | |Disguise||Cha||13||5 Rank +5 Cha +3 Class Skill||+2 Disguise Kit, Circumstance or +10 Hat of Disguise, Enhancement or +20 Polymorph |
|- | |- | ||
− | |Fly||Dex||9||4 Rank +2 Dex +3 Class Skill | + | |Fly||Dex||9||4 Rank +2 Dex +3 Class Skill||+4 with Winged Boots or +7 with Cloak of the Bat |
+ | |- | ||
+ | |Intimidate||Cha||11||3 Rank +5 Cha +3 Class Skill||17 Skill Ranks with Headband of Int (25 total check) | ||
|- | |- | ||
|Knowledge(Planes)||Int||28||17 Rank +8 Int +3 Class Skill | |Knowledge(Planes)||Int||28||17 Rank +8 Int +3 Class Skill | ||
Line 196: | Line 224: | ||
|- | |- | ||
|Knowledge(History)||Int||28||17 Rank +8 Int +3 Class Skill | |Knowledge(History)||Int||28||17 Rank +8 Int +3 Class Skill | ||
− | |||
− | |||
|- | |- | ||
|Linguistics||Int||16||5 Rank +8 Int +3 Class Skill | |Linguistics||Int||16||5 Rank +8 Int +3 Class Skill | ||
|- | |- | ||
|Perception||Wis||23||8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill | |Perception||Wis||23||8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill | ||
+ | |- | ||
+ | |Profession (clerk)||Wis||2||2 Wis||17 Skill Ranks with Headband of Int (19 total check) | ||
|- | |- | ||
|Sense Motive||Wis||23||8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill | |Sense Motive||Wis||23||8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill | ||
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* DC: 10 + 8 Int = 18 + spell level | * DC: 10 + 8 Int = 18 + spell level | ||
− | * bonus to overcome SR = +2 Enhancement Bonus (Robe of the Archmagi) | + | * bonus to overcome SR 4 = +2 (Spell Penetration) +2 Enhancement Bonus (Robe of the Archmagi) |
* Spell Focus (Divination): +1 DC to spells from this school. | * Spell Focus (Divination): +1 DC to spells from this school. | ||
− | * | + | * Energy Substitution (Complete Arcane, page 79): Choose one type of energy (acid) You can modify a spell with an Energy descriptor to use that instead. |
− | + | ||
* Eschew Materials: Do not need spell components less than 1 gp when casting spells. | * Eschew Materials: Do not need spell components less than 1 gp when casting spells. | ||
− | * Improved Counterspell: | + | * Improved Counterspell: When Counterspelling, you may use a spell in the same school that is at least one level higher than the target spell. |
+ | |||
+ | ===Arcane Bond=== | ||
+ | * Ezel's Amulet lets him cast one spell in his spellbook, he does not need to prepare it. | ||
+ | ** The spell cannot be in his prohibited schools (Necromancy or Enchantment) | ||
+ | ** If Ezel is not wearing this he must make a concentration check (20 + spell level) or lose the spell. | ||
+ | ===Specialized School=== | ||
+ | * Ezel specializes in Divination | ||
+ | ** He can prepare an extra spell of each level every day as long as it is a Divination spell | ||
+ | |||
+ | * Ezel has neglected Necromancy and Enchantment | ||
+ | ** These spells take 2 slots to prepare | ||
+ | ** Takes a -4 check on any skill checks to craft magic items that use Necromancy and Enchantment spells as prerequisites | ||
+ | ===Rod of Metamagic, Extend=== | ||
+ | * User can cast up to 3 spells up to 6th level that act as if Extended. | ||
+ | ** Extend Spell: Spell lasts twice as long as normal. Durations of Concentration, Instant or Permanent are not affected. | ||
+ | |||
+ | ===Other=== | ||
+ | * Spell Mastery: 5 spells can be memorized without needing the spellbook. | ||
* Blessed Book | * Blessed Book | ||
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** Has 1000 pages | ** Has 1000 pages | ||
** Can scribe spells onto them without costs | ** Can scribe spells onto them without costs | ||
− | |||
==Items== | ==Items== | ||
Line 251: | Line 295: | ||
** Not that I think it's ever come up, or ever will- but that's "while you're holding/wielding it". So in battle (when it's important anyways). I guess if you were ever using both hands to do something else you wouldn't be holding it. | ** Not that I think it's ever come up, or ever will- but that's "while you're holding/wielding it". So in battle (when it's important anyways). I guess if you were ever using both hands to do something else you wouldn't be holding it. | ||
* Headband of Int +6 | * Headband of Int +6 | ||
+ | ** Provides 17 (Level) Skill Ranks in Climb, Intimidate, and Profession(Clerk) | ||
* Boots, Winged | * Boots, Winged | ||
* Cloak of the Bat | * Cloak of the Bat | ||
Line 258: | Line 303: | ||
* Blessed Book (renamed from Boccob's Blessed Book) | * Blessed Book (renamed from Boccob's Blessed Book) | ||
* Disguise Kit | * Disguise Kit | ||
+ | ===Arcane Bonded Item=== | ||
+ | * Ezel's Amulet | ||
===Generic Items=== | ===Generic Items=== | ||
* Secret Chest & Minichest | * Secret Chest & Minichest | ||
Line 264: | Line 311: | ||
===Other Items, will find later=== | ===Other Items, will find later=== | ||
− | |||
− | |||
* Prot Evil Ring | * Prot Evil Ring | ||
* Tuning fork to plane of air | * Tuning fork to plane of air | ||
+ | |||
+ | =Familiar= | ||
+ | Sunshine | ||
+ | |||
+ | * Fiendish Dog | ||
+ | |||
+ | ==Stats== | ||
+ | {|border=1 cellpadding=1 | ||
+ | |Name || Stat || Bonus || Derived | ||
+ | |- | ||
+ | |Str || 13 || +1 || | ||
+ | |- | ||
+ | |Dex || 13 || +1 || | ||
+ | |- | ||
+ | |Con || 15 || +2 || | ||
+ | |- | ||
+ | |Int || 11 || 0 || 11(Wizard Familiar) | ||
+ | |- | ||
+ | |Wis || 12 || +1 || | ||
+ | |- | ||
+ | |Cha || 6 || -2 || | ||
+ | |} | ||
+ | |||
+ | ==Attacks== | ||
+ | * BAB: 8/3 (Master's BAB) | ||
+ | * Combat Maneuver | ||
+ | ** Bonus: 10=8 BAB + 3 Str -1 Size | ||
+ | ** Defense: 23=10 + 8 BAB + 3 Str +3 Dex -1 size | ||
+ | *** +4 Bonus when resisting a trip attempt | ||
+ | |||
+ | * Bite Attack 10/5 to hit (8 BAB +1 Str +1 Size), 1d4+1 str damage | ||
+ | |||
+ | ===Fiendish=== | ||
+ | * Smite Good | ||
+ | ** 1/day | ||
+ | ** Swift Action | ||
+ | ** Adds 0 (Cha Bonus) to attack rolls and deals 17 damage (HD) against good foes | ||
+ | ** Persists until target is dead or Sunshine rests | ||
+ | |||
+ | ==Defenses== | ||
+ | * HP: (1/2 of Wizard HP) | ||
+ | * AC: 21 = 10 +1 Dex +9 Familiar Natural +1 Size | ||
+ | ** Flat-Footed: 20 = 10 +9 Familiar Natural +1 Size | ||
+ | ** Touch: 12 = 10 +1 Dex +1 Size | ||
+ | |||
+ | * Init: +1 Dex | ||
+ | |||
+ | * Saves: | ||
+ | ** Fort: 8=6 Master +2 Con | ||
+ | ** Ref: 6=5 Master +1 Ref | ||
+ | ** Will: 10=9 Master +1 Will | ||
+ | ** Improved Evasion (Ex): Can make Reflex Saves Throws for no damage. Takes half damage if he fails. | ||
+ | ** Spell Resistance (Ex): 22 = Master's level + 5 | ||
+ | *** Overwrites Fiendish Dogs's SR of 6 (11 + CR) | ||
+ | |||
+ | ===Fiendish=== | ||
+ | * DR 10/good | ||
+ | * Resistance 15 to fire, cold | ||
+ | |||
+ | ==Movement/Vision== | ||
+ | ===Dog=== | ||
+ | * Speed 40 | ||
+ | ===Fiendish=== | ||
+ | * Darkvision 60 ft | ||
+ | ==Skills== | ||
+ | {|border=1 cellpadding=1 | ||
+ | |Name||Stat||Total||Derived ||Optional | ||
+ | |- | ||
+ | |Perception||Wis||8 ||4 Rank +1 Wis +3 Skill Focus | ||
+ | |} | ||
+ | |||
+ | * Acrobatics: +4 Racial when jumping, +4 When Jumping | ||
+ | * Survival: +4 Racial when tracking by scent | ||
+ | |||
+ | Skills: Acrobatics, Climb, Fly, Perception, Stealth and Swim are Class Skills. Use the master's skill ranks or the animal's natural skill rank, whichever is better. | ||
+ | |||
+ | ==Feats and Abilities== | ||
+ | ===Dog=== | ||
+ | * Skill Focus (Perception) | ||
+ | ===Wizard Familiar=== | ||
+ | * Special Ability: +2 to Master's Reflex saves | ||
+ | * Alterness (Ex): When Sunshine is within arms reach, Ezel gains this feat. | ||
+ | ** Ezel already has this feat. | ||
+ | * Share Spells: Ezel can cast spells with the target of "You" on Sunshine as a touch spell. He can cast even if they do not affect Magical Beasts. | ||
+ | * Empathic Link (Su): 1 mile distance. Only general emotions can be conveyed. | ||
+ | * Deliver Touch Spells (Su): Sunshine can be designated as the "toucher" when Ezel casts a touch spell. It will dissipate if Ezel casts another spell before the touch is delivered. | ||
+ | * Speak with Master (Ex): Ezel and Sunshine can communicate verbally. Others do not understand them without magical help. | ||
+ | * Speak with Dogs (Ex): This includes dire dogs, wolves, and other canines. | ||
+ | * Scry on Familiar (Sp): Ezel can Scry on Sunshine 1/day |
Latest revision as of 18:49, 25 February 2010
Contents
Ezel
Chad's character
- Class: 11 Wizard/1 Lich/6 Planeshifter
- XP: (Level 18 min + bonus from summaries)
- Race: Lich (was a Human)
Money:
GP | 3681 |
CP | 202 |
Languages: Common, Draconic, Elven, Dwarven, Undercommon, Abyssal, Celestial, Infernal, Sylvan
Stats
Name | Stat | Bonus | Derived |
Str | 12 | +1 | |
Dex | 14 | +2 | |
Con | 10 | 0 | |
Int | 27 | +8 | +2 Human +3 Bonus Stat +2 Lich +6 Headband of Int |
Wis | 16 | +3 | +2 Lich |
Cha | 21 | +5 | +2 Lich +1 Bonus Stat +4 Rod of Splendor |
Attacks
- BAB: 8/3 = 5 Wizard + 3 Planeshifter
- Combat Maneuver
- Bonus: 9 = 8 BAB + 1 Str
- Defense: 21 = 10 + 8 BAB + 1 Str + 2 Dex
Arcane Strike
- 1 swift action
- +3 bonus damage (Caster Level /5)
- Weapons are treated as magical for overcoming DR
- Lasts for 1 round
Dagger of Entry
- +1 dagger
- Knock, Find Traps, Detect Secret Doors
- 9th level caster
- Found in Arms and Equipment Guide, page 104
Lich Touch Attack
- +9 to hit (8 + 1 Rings of Force Armor)
- 1d8 + 8 (HD/2) + 1d4 (Rings of Force) damage
- with a Paralyzing Touch
Paralyzing Touch
- Fort Save DC 23 (10 +8 (HD/2) +5 Cha) or Permanently Paralyzed
- Remove Paralysis spell or Remove Curse can free the victim
- User appears dead (DC 20 Perception or DC 15 Heal to notice victim is alive)
Fear Aura
- Will Save DC 23 (10 +8 (HD/2) +5 Cha)
- < 5 HD within 60 feet or become frightened
- >= 5 HD within 60 feet or become shaken for 17 (HD) rounds
- Mind Altering Fear affect
- Those who save are immune for 24 hours
Defenses
- HP: 130 = 95 (rolled) + 35 = 17d8 + 17*5 Cha
- DR 15/Bludgeoning and Magic from Lich
- Immune to Cold, Electricity
- Ioun Stone, Pearl Black: Deals 1 hp of negative damage every 10 minutes
- Ezel is undead, so this will restore him instead
- AC: 25 = 10 + 2 Dex + 5 Lich Natural Armor +3 Ring of Protection Deflection +5 Robe of the Magi Armor
- Flat-footed: 23 = 10 + 5 Lich Natural +3 Ring of Protection Deflection +5 Robe of the Magi Armor
- Touch: 15 = 10 + 2 Dex +3 Ring of Protection Deflection
- Rings of Force provide +4 Armor like Mage Armor spell but is overwritten by Robe of the Magi
Init: 7 (2 Dex + 5 Forewarned)
- Forewarned: You always get to act during the surprise round (you are flat-footed until you act.) Your init bonus = 1/2 Wizard level.
- Divine Power (Sp): 11/day (3 + Int) touch a creature as a standard action. They get a +5 insight bonus (Wizard/2) to attack rolls, skill checks, ability checks and saving throws for 1 round.
- Scrying Adept (Su): Permanent Detect Scrying on you. When you scry, treat the target as one step more familiar. Very familiar are at a -10 penalty.
Saves:
- Spell Resistance 18 (Robe of the Archmagi)
- Fort 15 = 3 Wizard +3 Planeshifter +5 Cha +4 Robe of the Archmagi
- Refl 13 = 3 Wizard +2 Planeshifter +2 Dex +2 Familiar Bonus +4 Robe of the Archmagi
- Will 16 = 7 Wizard +2 Planeshifter +3 Wis +4 Robe of the Archmagi
Undead
- are immune to:
- Mind-Affecting Effects
- Death effects, Disease, Paralysis, Poison, Sleep, Stunning
- Ability Drain, Non lethal damage, Energy Drain
- Str Dex or Con damage
- Exhaustion and Fatigue
- Any Fort save unless it affects objects
- Massive Damage (destroyed at 0 hp however)
- Raise Dead spell (Resurrection and True Resurrection return undead to life)
- Breathing, Eating, Sleeping
Lich
- Rejuvenation: Will grow a new body after 1d10 days at the phylactery.
- +4 Turn Resistance
- Can use Touch attack as a Full-Round Action to heal self
Rings of Force
- +4 Armor bonus to AC
- Anyone who touches the wearer with bare skin takes 1d4 damage
- unarmed strikes gain +1 to hit and 1d4 damage
- Arms and Equipment guide, page 124
Movement/Vision
Lich
- 60 ft Darkvision (Lich)
Wizard
- Permanent See Invisibility (Wizard)
- Permanent Tongues (Wizard)
Planeshifter
- Plane Shift 1/day (Sp)
- Analyze Portal 6/day (Sp)
- Planar Survival (Ex)
- Immune to normal planar effects
- Any planar effect neutralized by Avoid Planar Effects
- Also gains weaknesses of that plane
- Morphic Stability
- Highly Morphic planes are stablized within 180 feet (30 * Planeshifter)
- Greater Planar Survival (Su)
- Planar Survival trait is given to 6 (Planeshifter level) people
- Lasts for 24 hours or if they are on a different plane
- Control Planar Flux (Su)
- Caster's level is 4 levels higher when casting Dimensional Anchor and Dismissal spells
Gear
- Winged Boots
- Command word sprouts wings and emulates Fly spell
- (+4 to Fly checks)
- 3/day up to 5 minutes of flight
- Cloak of the Bat
- Hang upside down from the ceiling, like a bat
- Can polymorph into a bat (as per Beast Shape 3 spell)
- Hold the edges of the garment to emulate Fly spell
- (+7 to Fly checks)
- Can fly only in darkness or near dark conditions
- Can fly up to 7 minutes, must wait that long to renew it
Other
Rod of Splendor
- Creates fine garments that last for 12 hours
- Disappears if given away or stolen
- Value is 1d4+6 * 1000 gp
- Once per week, palatial tent for 200 people lasts for 1 day
Hat of Disguise
- Emulates Disguise Self spell
- Can form hat as a different garment
Feats and Abilities
General
- Skill Focus (Spellcraft) (Human bonus feat)
- Skill Focus (Bluff) (Level 1)
- Spell Focus (Divination)
- Alertness
- Eschew Materials
- Skill Focus (Diplomacy)
- Improved Counterspell
- Spell Penetration
- Energy Substitution
- Arcane Strike
Plot
- Obtain Familiar (Complete Arcane)
- Improved Familiar
Wizard
- Scribe Scroll (Wizard bonus feat)
- Craft Wondrous Item (Wizard bonus feat)
- Spell Mastery (Wizard bonus feat)
- A familiar (Demon Dog)
- Specialize in Divination schools
- Forewarned
- Divine Power
- Scrying Adept (8 Wizard)
- Neglect Necromancy and Enchantment schools
- Cantrips
Lich
- Lich Touch Attack
- Lich Fear Aura
- Lich Defenses
Undead
- Undead Traits
Planeshifter
- Plane Shift 1/day (Sp)
- Add Planeshifter levels to spellcasting list and level
- Analyze Portal level/day
- Planar Survival (Ex)
- Morphic Stability
- Greater Planar Survival
- Control Planar Flux
Skills
Skill point total: 148 = (2 Wizard +5 Int +1 Human) * 11 + (4 Planeshifter +5 Int + 1 Human) * 6
Skill | Stat | Total | Derived | Optional |
Appraise | Int | 13 | 5 Rank +8 Int +3 Class Skill | |
Bluff | Cha | 13 | 5 Rank +5 Cha +3 Skill Focus | |
Climb | Str | 2 | 2 Str | 17 Skill Ranks with Headband of Int (19 total check) |
Diplomacy | Cha | 24 | 10 Rank +5 Cha +6 Skill Focus +3 Class Skill | |
Disguise | Cha | 13 | 5 Rank +5 Cha +3 Class Skill | +2 Disguise Kit, Circumstance or +10 Hat of Disguise, Enhancement or +20 Polymorph |
Fly | Dex | 9 | 4 Rank +2 Dex +3 Class Skill | +4 with Winged Boots or +7 with Cloak of the Bat |
Intimidate | Cha | 11 | 3 Rank +5 Cha +3 Class Skill | 17 Skill Ranks with Headband of Int (25 total check) |
Knowledge(Planes) | Int | 28 | 17 Rank +8 Int +3 Class Skill | |
Knowledge(Arcana) | Int | 28 | 17 Rank +8 Int +3 Class Skill | |
Knowledge(Religion) | Int | 28 | 17 Rank +8 Int +3 Class Skill | |
Knowledge(History) | Int | 28 | 17 Rank +8 Int +3 Class Skill | |
Linguistics | Int | 16 | 5 Rank +8 Int +3 Class Skill | |
Perception | Wis | 23 | 8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill | |
Profession (clerk) | Wis | 2 | 2 Wis | 17 Skill Ranks with Headband of Int (19 total check) |
Sense Motive | Wis | 23 | 8 Rank +2 Wis + 2 Alertness + 8 Lich +3 Class Skill | |
Spellcraft | Int | 34 | 17 Rank +8 Int + 3 Class Skill + 6 Skill Focus | |
Stealth | Dex | 23 | 5 Rank +2 Dex +8 Lich +3 Class Skill +5 Cloak of the Bat | |
Survival | Wis | 11 | 5 Rank +3 Wis +3 Class Skill |
Spells
Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Class | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
Stat | - | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | |
Total | 4 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 1 |
- DC: 10 + 8 Int = 18 + spell level
- bonus to overcome SR 4 = +2 (Spell Penetration) +2 Enhancement Bonus (Robe of the Archmagi)
- Spell Focus (Divination): +1 DC to spells from this school.
- Energy Substitution (Complete Arcane, page 79): Choose one type of energy (acid) You can modify a spell with an Energy descriptor to use that instead.
- Eschew Materials: Do not need spell components less than 1 gp when casting spells.
- Improved Counterspell: When Counterspelling, you may use a spell in the same school that is at least one level higher than the target spell.
Arcane Bond
- Ezel's Amulet lets him cast one spell in his spellbook, he does not need to prepare it.
- The spell cannot be in his prohibited schools (Necromancy or Enchantment)
- If Ezel is not wearing this he must make a concentration check (20 + spell level) or lose the spell.
Specialized School
- Ezel specializes in Divination
- He can prepare an extra spell of each level every day as long as it is a Divination spell
- Ezel has neglected Necromancy and Enchantment
- These spells take 2 slots to prepare
- Takes a -4 check on any skill checks to craft magic items that use Necromancy and Enchantment spells as prerequisites
Rod of Metamagic, Extend
- User can cast up to 3 spells up to 6th level that act as if Extended.
- Extend Spell: Spell lasts twice as long as normal. Durations of Concentration, Instant or Permanent are not affected.
Other
- Spell Mastery: 5 spells can be memorized without needing the spellbook.
- Blessed Book
- Waterproof, Durable Pages
- Has 1000 pages
- Can scribe spells onto them without costs
Items
Plot Items
- Anti-scry staff (plot)
- House
These are in Pathfinder and standard D&D
- Ring of Protection +3
- Rod of Metamagic Extend (6th level spell)
- Rod of Splendor (+4 Cha bonus)
- Not that I think it's ever come up, or ever will- but that's "while you're holding/wielding it". So in battle (when it's important anyways). I guess if you were ever using both hands to do something else you wouldn't be holding it.
- Headband of Int +6
- Provides 17 (Level) Skill Ranks in Climb, Intimidate, and Profession(Clerk)
- Boots, Winged
- Cloak of the Bat
- Hat of Disguise
- Ioun Stone, Pearl Black (Based on Pearly White)
- Robe of the Archmage (Black)
- Blessed Book (renamed from Boccob's Blessed Book)
- Disguise Kit
Arcane Bonded Item
- Ezel's Amulet
Generic Items
- Secret Chest & Minichest
- 200g of gems
- Magic Manacles
Other Items, will find later
- Prot Evil Ring
- Tuning fork to plane of air
Familiar
Sunshine
- Fiendish Dog
Stats
Name | Stat | Bonus | Derived |
Str | 13 | +1 | |
Dex | 13 | +1 | |
Con | 15 | +2 | |
Int | 11 | 0 | 11(Wizard Familiar) |
Wis | 12 | +1 | |
Cha | 6 | -2 |
Attacks
- BAB: 8/3 (Master's BAB)
- Combat Maneuver
- Bonus: 10=8 BAB + 3 Str -1 Size
- Defense: 23=10 + 8 BAB + 3 Str +3 Dex -1 size
- +4 Bonus when resisting a trip attempt
- Bite Attack 10/5 to hit (8 BAB +1 Str +1 Size), 1d4+1 str damage
Fiendish
- Smite Good
- 1/day
- Swift Action
- Adds 0 (Cha Bonus) to attack rolls and deals 17 damage (HD) against good foes
- Persists until target is dead or Sunshine rests
Defenses
- HP: (1/2 of Wizard HP)
- AC: 21 = 10 +1 Dex +9 Familiar Natural +1 Size
- Flat-Footed: 20 = 10 +9 Familiar Natural +1 Size
- Touch: 12 = 10 +1 Dex +1 Size
- Init: +1 Dex
- Saves:
- Fort: 8=6 Master +2 Con
- Ref: 6=5 Master +1 Ref
- Will: 10=9 Master +1 Will
- Improved Evasion (Ex): Can make Reflex Saves Throws for no damage. Takes half damage if he fails.
- Spell Resistance (Ex): 22 = Master's level + 5
- Overwrites Fiendish Dogs's SR of 6 (11 + CR)
Fiendish
- DR 10/good
- Resistance 15 to fire, cold
Movement/Vision
Dog
- Speed 40
Fiendish
- Darkvision 60 ft
Skills
Name | Stat | Total | Derived | Optional |
Perception | Wis | 8 | 4 Rank +1 Wis +3 Skill Focus |
- Acrobatics: +4 Racial when jumping, +4 When Jumping
- Survival: +4 Racial when tracking by scent
Skills: Acrobatics, Climb, Fly, Perception, Stealth and Swim are Class Skills. Use the master's skill ranks or the animal's natural skill rank, whichever is better.
Feats and Abilities
Dog
- Skill Focus (Perception)
Wizard Familiar
- Special Ability: +2 to Master's Reflex saves
- Alterness (Ex): When Sunshine is within arms reach, Ezel gains this feat.
- Ezel already has this feat.
- Share Spells: Ezel can cast spells with the target of "You" on Sunshine as a touch spell. He can cast even if they do not affect Magical Beasts.
- Empathic Link (Su): 1 mile distance. Only general emotions can be conveyed.
- Deliver Touch Spells (Su): Sunshine can be designated as the "toucher" when Ezel casts a touch spell. It will dissipate if Ezel casts another spell before the touch is delivered.
- Speak with Master (Ex): Ezel and Sunshine can communicate verbally. Others do not understand them without magical help.
- Speak with Dogs (Ex): This includes dire dogs, wolves, and other canines.
- Scry on Familiar (Sp): Ezel can Scry on Sunshine 1/day