Chancellor Kemnebi


Lost Omens Campaign Setting General Discussion

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Hello everyone,

I'm looking for some advice. At the moment, I'm adapting Kingmaker to fit an evil party. They are tied together as they have been summoned by Chancellor Kemnebi of Geb after he has used his contacts to secure one of the charters from the Swordlords (with no tie back to Geb, naturally). The party are to secure the Stolen Lands for Geb, with a long-term plan of providing materials, both mortal and mundane. Of course, the party can (and probably will) revoke that along the way but that's for another day.

What I want to do is to stat out Chancellor Kemnebi. It is unlikely that the party will ever do combat with him, but I think it'll be an interesting exercise. The problem is that I've never statted out someone like that.

What I have so far:

Level 12 Wizard (necromancy specialist) as that much is known. I have applied both the Vampire and Noble Dead templates as they seem to fit thematically.

While mortal, he was a Khelish Wizard (to get up to the 5HD requirement for Vamp) and gained significant power before then (Noble Dead applied at level 10) before rising to Chancellor.

With regards to Arcane Bond/Familiar, I have gone with Bond. I think it fits more thematically although I am open to persuasion.

As he's one of the big movers and shakers, I'm toying with him getting PC WBL rather than the paltry 21k he'd normally get.

So, anyone want to help? Especially with spell selection. Hero Lab statblock below!

The Boss:
Chancellor Kemnebi CR 13
XP 25,600
Human vampire (Keleshite) necromancer 12 (Pathfinder Campaign Setting: Classic Horrors Revisited, Pathfinder RPG Bestiary 270)
LE Medium undead (humanoid, human)
Init +6; Senses darkvision 60 ft., life sight (20 feet, 12 rounds/day); Perception +11
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Defense
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AC 18, touch 12, flat-footed 16 (+1 Dex, +1 dodge, +6 natural)
hp 87 (12d6+48); fast healing 5
Fort +7, Ref +8, Will +9; +2 racial bonus vs. hot climate, +2 racial bonus vs. poison or distraction abilities of swarms
Defensive Abilities channel resistance +6; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
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Offense
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Speed
Melee slam +9 (1d4+4)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 19)
Arcane School Spell-Like Abilities (CL 12th; concentration +19)
. . 10/day—grave touch (6 rounds)
Necromancer Spells Prepared (CL 12th; concentration +19)
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Statistics
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Str 16, Dex 14, Con —, Int 25, Wis 12, Cha 17
Base Atk +6; CMB +9; CMD 22
Feats Alertness, Combat Reflexes, Command Undead, Dodge, Improved Initiative, Lightning Reflexes, Scribe Scroll, Toughness
Skills Bluff +11, Diplomacy +5, Perception +11, Sense Motive +11, Stealth +4; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Ancient Osiriani, Azlanti, Common, Infernal, Kelish, Necril, Osiriani, Thassilonian
SQ arcane bond (object), change shape (dire bat or wolf, beast shape II), gaseous form, heart of the sun, noble dead, power over undead, shadowless, spider climb
Other Gear 108,000 gp
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Special Abilities
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Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +6 +6 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Command Undead (DC 19) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dominate (DC 21) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 19) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Grave Touch (6 rounds, 10/day) (Sp) As a standard action, touch shakes living foe 6 rds (frighten 1 rd if already shaken).
Heart of the Sun +2 save vs. hot climate & 1 step less severe, +2 vs. poison/distraction abilities of swarms/vermin.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Life Sight (20 feet, 12 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Noble Dead (Su) +2 on all Diplomacy checks, +4 against another undead creature
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

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I don't have much to contribute when it comes to statting high-level characters, but I do want to point out that according to the Blood of the Night sourcebook, Kemnebi is a vetala, rather than having the standard vampire template (known as moroi in Golarion). Going by his name, I would assume he was Garundi, rather than Kelish. Geb was founded by exiled Osiriani nobles, and as far as we know, Kemnebi could have been around since then. Being a vetala implies some connection to Vudra, perhaps through Jalmeray.

What would be his motive in getting involved in the events of Kingmaker, if you don't mind me asking? He is kind of busy running a country on the other side of the Inner Sea.

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