LongestRoadEzelPathfinder
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: 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: 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
- Touch: 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 11 = 3 Wizard +2 Planeshifter +2 Dex +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
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 | |
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 +2 Disguise Kit, Circumstance |
Fly | Dex | 9 | 4 Rank +2 Dex +3 Class Skill | |
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 | |
Intimidate | Cha | 11 | 3 Rank +5 Cha +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 | |
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 = +2 (Spell Penetration) +2 Enhancement Bonus (Robe of the Archmagi)
- Spell Focus (Divination): +1 DC to spells from this school.
- 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.
- 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.
- 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
- 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
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
- Half-fiend Dog
Stats
Name | Stat | Bonus | Derived |
Str | 17 | +3 | +2 Half-Fiend |
Dex | 17 | +3 | +4 Half-Fiend |
Con | 19 | +4 | +4 Half-Fiend |
Int | 13 | +1 | 11(Wizard Familiar) +2 Half-Fiend |
Wis | 14 | +2 | +2 Half-Fiend |
Cha | 10 | 0 | +4 Half-Fiend |
Half Fiend: +4 to 3 stats, +2 to the others
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
Half-Fiend
- Natural Attacks: 2 claws and a bite based on small creature
- Bite 1d4+3 Str damage
- 2 Claws -5 (Secondary Penalty) 1d3+1 (1/2 Str) damage
- Smite Good
- 1/day
- Adds 17 damage(HD) against any good-aligned foe.
Defenses
- HP: (1/2 of Wizard HP)
- AC: 21 = 10 +3 Dex +6 Familiar Natural +1 Half-Fiend Natural +1 Size
- Flat-Footed: 18 = 10 +6 Familiar Natural +1 Half-Fiend Natural +1 Size
- Touch: 14 = 10 +3 Dex +1 Size
- Init: +3 Dex
- Saves:
- Fort: 10=6 Master +4 Con
- Ref: 8=5 Master +3 Ref
- Will: 11=9 Master +2 Will
- Improved Evasion (Ex): Can make Reflex Saves Throws for no damage. Takes half damage if he fails.
- Spell Resistance (Ex): 16 = Master's level + 5
- Overwrites Half-Fiend's SR of 12 (11 + CR)
Half-Fiend
- DR 10/magic
- Resistance 10 to acid, fire, cold, electricity
- Immune to Poison
Movement/Vision
Dog
- Speed 40
Half-Fiend
- Darkvision 60 ft
- Fly at speed 80
Skills
Name | Stat | Total | Derived | Optional |
Acrobatics | 1 | 1 Rank +4 Racial when jumping, +4 When Jumping | ||
Perception | Wis | 8 | 4 Rank +1 Wis +3 Skill Focus | |
Survival | Wis | 1 | 1 Rank +4 Racial when tracking by scent |
- Half-Fiend: Starting Skill points are 6 per HD.
Feats and Abilities
Half-fiend
Spell-like abilities is based on HD, if it has Int or Wis of 8 or higher. 1/day unless otherwise noted.
HD | Abilities |
1-2 | Darkness 3/day |
3-4 | Desecrate |
5-6 | Unholy Blight |
7-8 | Poison 3/day |
9-10 | Contagion |
11-12 | Blasphemy |
13-14 | Unholy Aura 3/day, Unhallow |
15-16 | Horrid Wilting |
17-18 | Summon Monster 9(Fiends Only) |
19-20 | Destruction |
Dog
- Saves
- Fort 4 = 2 Animal + 2 Con
- Ref 3 = 2 Animal + 1 Dex
- Will 1 = 1 Wis
Name | Stat | Total | Derived | Optional |
Acrobatics | 1 | +4 Racial when jumping, +4 When Jumping | ||
Perception | Wis | 8 | 4 Rank +1 Wis +3 Skill Focus | |
Survival | Wis | 1 | +4 Racial when tracking by scent |
Skills: Each HD gives 6+Int mod.
Speed 40 ft
HP 1d8 + 2 Con
BAB 0, CMB 0, CMD 11 (15 vs trips) Melee bite +2 attack (1d4+1 damage)
Feats: Skill Focus (Perception)
Wizard Familiar
Special Ability: +2 to Reflex saves
HD: Master's Character Level or creatures, whichever is higher
HP: Master's HP / 2
Attacks: Use the master's BAB. Use familiar's Dex or Str, whichever is higher for natural attacks
Saves: Animal's 2/2/0 or the master's, whichever is betterr
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.
Familiar Abilities: Based on master's level in classes that grant familiars.
Master's Class Level | Natural Armor Bonus | Int | Abilities |
1-2 | +1 | 6 | Alertness, Improved Evasion, Share Spells, Empathic Link |
3-4 | +2 | 7 | Deliver Touch Spells |
5-6 | +3 | 8 | Speak with Master |
7-8 | +4 | 9 | Speak with animals of its kind |
9-10 | +5 | 10 | |
11-12 | +6 | 11 | Spell Resistance |
13-14 | +7 | 12 | Scry on Familiar |
15-16 | +8 | 13 | |
17-18 | +9 | 14 | |
19-20 | +10 | 15 |
- Alterness (Ex): When the familiar is within arms reach, the master gains 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 it without magical help.
- Speak with Dogs (Ex): This includes dire kinds, wolves, and other canines.
- Scry on Familiar (Sp): Ezel can Scry on Sunshine 1/day